Stub. Tracking notes for a game idea. AI controller for a simulated rocket
- learn to navigate a system efficiently
- Take off from and land (gently) at ports
- Conserve fuel
- Conserve time
- Conserve ship integrity / maintenance cost
- Don't crash
- Don't break down
- Zoom in/out
- Pan around
- Speed Dial (Days in game / Seconds in player time)
- Pause / Save
- 2D to start (maybe 3D later, but principles should scale)
- Realistic scale/sizes (days/months, millions of tons for a planet vs a few tons for a ship
- objects come together to create a fluid map of gravitational pull
- Pre-built scenarios for testing/teaching:
- Earth + Moon
- Sun + Earth + Luna + Mars + Phobos + Demos
- Sol system map vs generated systems, maybe levels like in Mini Motorways with increasing complexity
- Imperfectly known/estimated mass (AI's know estimated mass, physics works based on real mass)
- gravitational pull (based on mass)
- velocity
- direction
- volume/size
- spin/rotation (matters most for planets/port locations)
- heat / radiation danger
- ships' integrity as they get close, incentive to avoid
- Should make slingshot maneuvers possible/useful :)
- Ports that ships are trying to get to
- navigational hazards (don't crash into them)
- imperfectly known and/or variable mass, fuel, thrust capability, fuel/thrust ratio
- intensity of burn/forces increases strain on ship, reduces integrity proportional to g-forces
- mass decreases as fuel is burned
- fuel/thrust ratio worstens as ship ages (can get repaired at ports)
- occasional randomized breakdowns (eg. lose a thruster or something, breakdown % chance increases as integrity decreases)
- integrity is a proxy for ship part wear/tear and crew health
- balance between simple game & capable AI navigation sim
- need impotice for AI ships to get from port to port
- maybe long term the player owns a spaceport and is trying to mine asteroids
- like a space-based backwards mini-motorways
- ports send ships out to asteroids & hope they get baxck in time to keep station from dying
- player decides where to build/what to name ports based on some resource count
- maybe player is managing colonies & trading food for minerals
- keeping their station's people alive
- at the mercy of little AI controlled ships that bring shipments from one port to another
- can start/name/grow new colonies
- maybe some economics based on colony metrics, like supply/demand of food/water/metal/fuel, hunger levels?
- Teach players to manage logistics in orbit, like a Space-UPS sim
- receive requests from ports for shipments from other ports
- Assign ships to waiting stacks of shipments
- Maybe automated civilian transports, but a player-controlled set of military ships, guarding from space-pirates or a rival faction?
- would teach AI to have to respond to erratic human commands & destinations
- player would get to watch their fly around via physics & learn orbital mechanics for themselves
- Waves of alien attacks that get faster and bigger until the player is overwhelmed!
- increasingly complex systems
- increasingly aggressive aliens
- ability to build more-better ships to fight the aliens with
- Conpetitive mode
- two players start on different planets
- have to expand/out-mine each other
- maybe survive aliens attacks longer than the other
- destroy all each other's ships/ports
Now that v0.3 is web-based, it was a lot easier to throw it up on Vercel & get a live url :)
Note: Pushing/merging to the main
branch will trigger a deployment, so most ugly local work should now happen on the dev
branch.