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Orbital Navigation AI Sim Game Ideas

Stub. Tracking notes for a game idea. AI controller for a simulated rocket

Neural/AI of some kind, train AI to efficiently navigate the system

  • learn to navigate a system efficiently

AI Goals/Metrics

  • Take off from and land (gently) at ports
  • Conserve fuel
  • Conserve time
  • Conserve ship integrity / maintenance cost
  • Don't crash
  • Don't break down

System

  • 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

Base Object class

  • 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)

Stars

  • heat / radiation danger
  • ships' integrity as they get close, incentive to avoid

Planets

  • Should make slingshot maneuvers possible/useful :)
  • Ports that ships are trying to get to

Asteroids

  • navigational hazards (don't crash into them)

Ships

  • 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

Game Ideas

  • 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

Deployment & Live Hosting

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.