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build the ui

cd ui && npm run build

startup

cd server && zig build run

on the "projector" screen press "P" and "Enter" to put it in fullscreen

TO DO

  • make the projector-view update on long-polling or websocket push
  • make the rats able to see down the hallways
  • figure out why the sessions aren't sticking
  • improve the login ui
  • color the rats uniquely
  • add cheeses to collect, change win condition to "first to exit the map with N cheeses"
  • reset-able games

transform it into the temple-run/incan-gold

  • gold amounts
  • treasure chest
  • hearts for life
  • auto-reset and keep score across 3 rounds
  • trapped chests
  • display hearts as hearts not a number
  • better player icon
  • monsters
  • different player avatars
  • bigger squares
  • space out the buttons
  • limit your move speed
    • either mad-dash/speed-clicking
    • or turn-based n-moves per turn
    • or tick-based

notes

the absolute basics:

  • / => the view of the overall gameboard. this is the SPA where the overall gamestate is found
  • /me => either the login form or the player's view. this is the SPA where they can do actions
  1. generate a "hidden" grid-map
  2. let players move around it
  3. let them find the exit

temple-runner dungeon game

goal: get the most treasure out of the dungeon.

turns: players all can act at "same time" but you have limited moves. Then monsters all act.

actions: move, search for traps, attack direction, examine treasure, pick up loot

players have various stats: carrying capacity, hp/heart, move speed, lock picking, etc

combat is a bad proposition, but you can team up and fight monsters.

players are sort-of working together, but the longer they stay in the maze, the more monsters spawn. If you die, you get nothing

Merchants trading game

goal: make the most money in some amount of turns

making money: you're a merchant. buying low, moving to a new place, and selling high.

map: 9x9 grid, center tile is starting city, full map is generated and visible at the start

tiles: city, village, forest, plains, river

play: turn-based, but everyone does their turns at the same time and the results are displayed on the "master" screen. Each player has their own "private" view

turns:

  • in a city/village you can:
    • trade with 1 vendor
    • hire guard(s)
    • buy/sell carts
  • in a

Pretty princess game

goal: marry the "best" guy, each princess has different definition of "best"

you have to discover information about the eligible bachelors by spending time/actions with them

you can travel to various balls/noble houses to meet up with people

guys have different stats, money, power, romanticness, kindness, which can be revealed by princesses spending actions on them

each princess has a relationship valence mechanic with all the guys

Balls provide opportunities to meet people, and to gossip about others (potentially hurt their relationships)

how to deploy

vim /etc/nginx/sites-available/treasure

server {
    server_name treasure.zapatas.xyz ;

    location / {
        proxy_pass http://127.0.0.1:3334;
        # WebSocket support
        proxy_http_version 1.1;
        proxy_set_header Upgrade $http_upgrade;
        proxy_set_header Connection "upgrade";
    }
    server_name treasure.zapatas.xyz ;

}

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A real-time collaborative game to play with friends around the living room TV

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