Update the docs and status pages
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Rove
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Rove
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=====
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An asynchronous nomadic game about exploring a planet as part of a loose
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An asynchronous nomadic game about exploring a planet as part of a loose community.
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community.
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-------------------------------------------
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@ -14,61 +13,45 @@ Control a rover on the surface of the planet using a remote control interface.
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Commands are sent and happen asynchronously, and the rover feeds back information about position and surroundings, as well as photos.
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Commands are sent and happen asynchronously, and the rover feeds back information about position and surroundings, as well as photos.
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### Goal
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To reach the pole.
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### General
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### General
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Movement is slow and sometimes dangerous. Hazards damage the rover.
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Movement is slow and sometimes dangerous.
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Resources can be collected to fix and upgrade the rover.
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Resources can be collected, and rovers recharge power during the day.
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Rovers recharge power during the day.
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Hazards damage the rover. Resources can be spent to repair.
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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.
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Spend resources to create and spawn a new improved rover a significant distance away, leaving the current one dormant.
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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.
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"Dying" leaves the current rover dormant and assigns the users a new rover.
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“Dying” triggers a self destruct and fires a new basic rover in a random direction towards the equator
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Players can repair dormant rovers to gain control of them, taking on their improvements and inventory.
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## Multiplayer
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### Multiplayer
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The planet itself and things that happen on it are persistent. Players can view each other, and use very rudimentary signals.
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Players can see each other and use very rudimentary signals.
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Dormant rovers store full history of travel, owners, and keep damage, improvements and resources.
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Dormant rovers store full history of travel and owners, as well as their improvements and resources.
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Players have no other forms of direct communication.
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Players can view progress of all rovers attached to their name.
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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 can’t move within range.
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### Implementation
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### Implementation
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Two functional parts
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* A server that receives the commands, sends out data, and handles interactions between players.
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A server that receives the commands, sends out data, and handles interactions between players.
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* An app, or apps, that interface with the server to let you control and view rover information
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An app, or apps, that interface with the server to let you control and view rover information
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### To Solve
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### To Solve
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#### What kinds of progression/upgrades exist?
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* What kinds of progression/upgrades exist?
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Needs a very simple set of rover internals defined, each of which can be upgraded.
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#### How does the game encourage lateral movement?
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* How does the game encourage cooperation?
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Could simply be the terrain is constructed in very lateral ways, blocking progress frequently
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#### How does the game encourage cooperation?
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* How would the gameplay prevent griefing?
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How exactly would a time delay mechanic enhance the experience?
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Currently it’s 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.
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#### How would the gameplay prevent griefing?
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* What drives the exploration?
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@ -76,8 +59,6 @@ Currently it’s just to make the multiplayer easier to use, and to make interac
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Feeling “known for” something - the person who did X thing. Limit number of X things that can be done, possibly over time.
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Feeling “known for” something - the person who did X thing. Limit number of X things that can be done, possibly over time.
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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.
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A significant aspect of failure - failing must be a focus of the game. Winning the game might actually be failing in some specific way.
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A significant aspect of failure - failing must be a focus of the game. Winning the game might actually be failing in some specific way.
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A clear and well defined investment vs. payoff curve.
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A clear and well defined investment vs. payoff curve.
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@ -3,7 +3,7 @@ Development status
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This page tracks the current feature set and the features to implement next
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This page tracks the current feature set and the features to implement next
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### Complete features
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### Current features
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* Users can register account and spawn rover
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* Users can register account and spawn rover
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* Users can command the rover to move
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* Users can command the rover to move
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* Commands are queued and then are executed in sequence
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* Commands are queued and then are executed in sequence
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* Rover inventory
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* Rover inventory
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* Collectable materials
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* Collectable materials
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* Rover integrity and damage
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* Rover has integrity and takes damage on collisions
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* Rover can repair
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* Rover can repair
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### Incoming features
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### Incoming features
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* Rover replacement and advancement mechanic
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* Rover replacement and advancement mechanic
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* Account token security
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* Dormant rovers
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* Rover energy with solar charging
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* Day/night cycle
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* More hazards
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* Simple rover to rover communication
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### Stretch goals
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### Stretch goals
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* Render rover camera view
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* Render rover camera view
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* Account token security
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