86 lines
3.1 KiB
Markdown
86 lines
3.1 KiB
Markdown
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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community.
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## The Basics
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### Core
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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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### Goal
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To reach the pole.
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### General
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Movement is slow and sometimes dangerous. Hazards damage the rover.
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Resources can be collected to fix and upgrade the rover.
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Rovers recharge power during the day.
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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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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” triggers a self destruct and fires a new basic rover in a random direction towards the equator
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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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Dormant rovers store full history of travel, owners, and keep damage, 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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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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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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#### 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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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 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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### Key ideas left to integrate
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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 clear and well defined investment vs. payoff curve.
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Not an infinite game, let the game have a point where you’re done and can move on.
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