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ROV Command

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

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Rust ROV programming game - like Robocode, but in Rust/Dyon with Submarines

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