cd ui && npm run buildcd server && zig build runon the "projector" screen press "P" and "Enter" to put it in fullscreen
- 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
- 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
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
- generate a "hidden" grid-map
- let players move around it
- let them find the exit
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
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
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)
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 ;
}