So, I’ve been toying with the idea of putting together an online space game. Inspiration comes from things like TradeWars 2002, Escape Velocity: Nova and FTL, with multiplayer in the theme of a MUD. Real-time, but a bit chill, maybe as much a shared experience as a ”game”. In particular, I’m aiming for the server API to be conducive to AI/ML agents running around exploring.
I’m starting to assemble bits and pieces of it; as well as abstract design thinking, I’m building concrete elements as standalone libraries with web pages to exercise/play with them; as I get stuff polished up to a certain level I’m posting them sort of publicly-visible.
All the code & libraries will be open sourced, probably under the ISC license (I don’t have strong OS license feelings, aside from that the GPL can kiss my ass).
Bits are going up at https://cameroosen.hopto.org/toys/ as I get them polished up. So far, I have a model to generate the shape of a spiral galaxy (no bar yet, but I do want to support that eventually), a model for Kepler-based orbital systems, and I’m now putting together a 2d vector & line library.
Eventually there will be a galaxy server and game interface, my thought currently is a sort of “starship bridge” with viewscreen(s) and consoles for various things one could do from a starship. I’ll be doing a browser interface for sure, possibly a React Native or other webpage-as-native-app thing for mobile, unless I just stick with a PWA (wrapped webpages are kinda silly, IMO). I will be publishing the complete server API and all the network and simulation code, so if I build any sort of user base I kinda hope to see third-party clients be built. Maybe even other servers will run? I’ve had vague ideas about how to federate galaxies.