This will be a programming game written in Rust, with Conrod as the GUI. You will be programming a Remote Operated Vehicle, either a submarine or surface vessel, most like in Dyon. It is heavily influenced by Robocode and Scalatron.
Current status:
- switched to glium backend from piston_window
- project compiles
- there is a very basic UI layout, with nothing in it
Plans:
-
surface vehicle
- moves faster than submarine
- has gun, depth charge, radar (surface), sonar (subsurface) and flak
- causes much damage, and sustains little damage on head on ram
-
submarine
- moves slower than surface vehicle on water
- moves slower submerged than on surface
- has gun (surface) and torpedos (submerged), radar (surface), sonar (subsurface)
- nearby depth charge explosion is lethal
- cannot be seen when submerged, not moving and not firing
- can be found by sonar when moving or firing torpedos
- when submerged, can find other submerged sub by ping - gives up location
- causes much damage, and sustains medium damage on head on ram
-
torpedos
- cause much more damage than guns
- can be tracked by sonar and stopped by flak
-
guns
- cannot be tracked or seen
- cause much less damage than torpedoes
-
shoals, islands
- block sonar
- maybe block radar
-
energy budget (see Scalatron)
- all vessels have a fixed energy budget
- all movement, firing, surfacing and submerging, and damage reduces budget
Design details:
- I hope to decouple the simulation engine from the GUI to enable
- possible web GUI (see scalatron)
- client/server model for multiple players
- ROV coding:
- main target is Dyon (I may change my mind)
- native rust, compiled to .so should be possible
Other thoughts:
- lua, javascript plugin
- some kind of graphical programmming, like blockly