Update the docs and status pages

This commit is contained in:
Marc Di Luzio 2020-06-30 16:50:16 +01:00
parent e09cea328b
commit e3169cdbdd
2 changed files with 24 additions and 39 deletions

View file

@ -1,8 +1,7 @@
Rove
=====
An asynchronous nomadic game about exploring a planet as part of a loose
community.
An asynchronous nomadic game about exploring a planet as part of a loose community.
-------------------------------------------
@ -14,61 +13,45 @@ Control a rover on the surface of the planet using a remote control interface.
Commands are sent and happen asynchronously, and the rover feeds back information about position and surroundings, as well as photos.
### Goal
To reach the pole.
### General
Movement is slow and sometimes dangerous. Hazards damage the rover.
Movement is slow and sometimes dangerous.
Resources can be collected to fix and upgrade the rover.
Resources can be collected, and rovers recharge power during the day.
Rovers recharge power during the day.
Hazards damage the rover. Resources can be spent to repair.
Enough collected resources allow you to create and fire a new rover a significant distance in any direction, losing control of the current one and leaving it dormant.
Spend resources to create and spawn a new improved rover a significant distance away, leaving the current one dormant.
Finding a dormant rover gives you a choice - scrap it to gain minor resources, or fire it a distance just like a new rover, taking control of it.
"Dying" leaves the current rover dormant and assigns the users a new rover.
“Dying” triggers a self destruct and fires a new basic rover in a random direction towards the equator
Players can repair dormant rovers to gain control of them, taking on their improvements and inventory.
## Multiplayer
### Multiplayer
The planet itself and things that happen on it are persistent. Players can view each other, and use very rudimentary signals.
Players can see each other and use very rudimentary signals.
Dormant rovers store full history of travel, owners, and keep damage, improvements and resources.
Players have no other forms of direct communication.
Players can view progress of all rovers attached to their name.
Limit too many players in one location with a simple interference mechanic - only a certain density can exist at once to operate properly, additional players cant move within range.
Dormant rovers store full history of travel and owners, as well as their improvements and resources.
-------------------------------------------
### Implementation
Two functional parts
* A server that receives the commands, sends out data, and handles interactions between players.
A server that receives the commands, sends out data, and handles interactions between players.
An app, or apps, that interface with the server to let you control and view rover information
* An app, or apps, that interface with the server to let you control and view rover information
-------------------------------------------
### To Solve
#### What kinds of progression/upgrades exist?
Needs a very simple set of rover internals defined, each of which can be upgraded.
* What kinds of progression/upgrades exist?
#### How does the game encourage lateral movement?
Could simply be the terrain is constructed in very lateral ways, blocking progress frequently
* How does the game encourage cooperation?
#### How does the game encourage cooperation?
How exactly would a time delay mechanic enhance the experience?
Currently its just to make the multiplayer easier to use, and to make interactions a little more complicated. The game could limit the number of bytes (commands) you can send over time.
* How would the gameplay prevent griefing?
#### How would the gameplay prevent griefing?
* What drives the exploration?
-------------------------------------------
@ -76,8 +59,6 @@ Currently its just to make the multiplayer easier to use, and to make interac
Feeling “known for” something - the person who did X thing. Limit number of X things that can be done, possibly over time.
Build up a certain level of knowledge and ownership of a place, but then destroy it or give it up. Or build up a character and then leave it behind.
A significant aspect of failure - failing must be a focus of the game. Winning the game might actually be failing in some specific way.
A clear and well defined investment vs. payoff curve.

View file

@ -3,7 +3,7 @@ Development status
This page tracks the current feature set and the features to implement next
### Complete features
### Current features
* Users can register account and spawn rover
* Users can command the rover to move
@ -13,15 +13,19 @@ This page tracks the current feature set and the features to implement next
* Commands are queued and then are executed in sequence
* Rover inventory
* Collectable materials
* Rover integrity and damage
* Rover has integrity and takes damage on collisions
* Rover can repair
### Incoming features
* Rover replacement and advancement mechanic
* Account token security
* Dormant rovers
* Rover energy with solar charging
* Day/night cycle
* More hazards
* Simple rover to rover communication
### Stretch goals
* Render rover camera view
* Account token security