An online game with no client - challenge yourself by creating your own and compete with others.
Am I making it up as I go?
Definitely.
Feel free to open an issue and claim something.
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Web Server (This part actually gets a UI)
Blazor ServerLogins stored in app- Admin account seeded through config variables
- User Management
- Create User
- View Users
- Remove Users
- View API Keys
- Revoke API Keys
- Account Management
- Generate API Key
- Revoke API Key
- Delete Account
- Websockets (signalR) for game interaction, maybe supply other API types for the sake of allowing options
- Validate API Key
- Tennanted access to server resources
- Issue commands e.g.
- Get List of Units
- Returns list of units
- Get Unit
- Returns detailed information about one unit
- Issue command to unit e.g.
- Move to
- Attack
- Gather
- Drop
- Build
- Get List of Units
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Add more systems to RTS
- Refine world generation
- Refine pathfinding
- Add buildings
- Add resources
- Add unit health/actions/death
- Multiplayer RTS
- Intended as learning tool / game
- Self hosted - because I dont want to pay for servers.
- Grid based
- Configurable rate limiter - to stop players from overloading the server, probably redis
- Round based
- Dockerize it
- Connect to server admin through http
- Create Account
- Generate Key
- Create client that uses key with API/websockets/whatever to control their units
- Create basic game library for API logic, testing with a console app/unit tests
- Create web API with authentication and server management
- Connect web API actions to library actions
- Add persistence - sql/redis/whatever