- Complete PostgreSQL database schema with 21+ tables - Express.js server with dual authentication (player/admin) - WebSocket support for real-time features - Comprehensive middleware (auth, validation, logging, security) - Game systems: colonies, resources, fleets, research, factions - Plugin-based combat architecture - Admin panel foundation - Production-ready logging and error handling - Docker support and CI/CD ready - Complete project structure following CLAUDE.md patterns 🤖 Generated with Claude Code (https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
181 lines
6.7 KiB
Text
181 lines
6.7 KiB
Text
**Project Name:** Shattered Void (working title)
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**Genre:** Text-based Post-Collapse Sci-Fi MMO Strategy Game (Inspired by OGame)
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---
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## Overview
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**Shattered Void** is a browser-based multiplayer strategy game set in a decaying galaxy after the collapse of a vast interstellar civilization. Players command remnants of once-great empires, establishing colonies, rebuilding technology, constructing modular fleets, and engaging in diplomacy, espionage, and war. The game is played in real-time, with asynchronous elements, a text-based star map, rich lore, and a dynamic event system.
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---
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## Core Gameplay Loops
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### 1. **Base Building and Resource Management**
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* Players start with a ruined colony on a planet.
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* Resources include: Scrap, Energy, Data Cores, Rare Elements.
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* Players restore old infrastructure and build new facilities.
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* Research technology to unlock systems, fleet modules, and faction upgrades.
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### 2. **Exploration and Expansion**
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* Text-based starmap with coordinates (e.g., Sectors: A3-91).
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* Explore ruins, derelict stations, dead stars.
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* Colonize new worlds, salvage remnants, uncover pre-collapse secrets.
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* Galaxy map reveals gradually through exploration or scouting.
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### 3. **Modular Ship Construction**
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* Ships are built from modular components:
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* **Hull Types:** Frigate, Cruiser, Dreadnought, Carrier, Scout.
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* **Modules:** Weapons, Engines, Shields, Utility, AI Cores.
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* Players unlock more parts through research, salvage, and events.
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* Players can save and iterate on custom ship designs.
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### 4. **Combat System**
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* Fleet vs Fleet, Fleet vs Defenses.
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* Simulated in background; outcomes are reported in rich-text combat logs.
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* Tactical choices (loadouts, formations, pre-battle stance) influence results.
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### 5. **Dynamic Galaxy Event System**
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* Events affect entire sectors or the whole galaxy:
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* Pirate uprisings
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* Alien incursions
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* Black hole migrations
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* Data Plague (AI virus)
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* Events have persistent consequences, influence lore and gameplay.
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* Players can influence or be recruited into resolving/triggering events.
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### 6. **Faction and Diplomacy System**
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* Players can form factions (or join ancient ones) with shared bonuses.
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* Factions can vote on technology paths, coordinate expansion, or wage war.
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* Diplomatic mechanics include:
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* Treaties, Trade Routes
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* Espionage and Sabotage
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* Influence mechanics (soft power over neutral systems)
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### 7. **Legacy/Prestige System**
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* If a player is conquered or resets, they can:
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* Leave behind artifacts or derelict fleets
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* Transfer a fraction of resources/tech
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* Unlock new factions or perks for future runs
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---
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## Text-Based Star Map System
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* The galaxy is divided into Sectors and Systems (e.g., A3-91-X).
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* Each system has flavor-rich descriptions:
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* Ex: "System A3-91-X: A husk of a once-thriving mining colony now orbits a cracked gas giant, covered in radioactive mist."
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* Systems may contain:
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* Colonizable planets
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* Event triggers
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* Ruins with lore and salvage
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* Pirate bases, rogue AI nests, alien remains
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* Exploration reveals these gradually, encouraging scouting.
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---
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## Technical Systems Breakdown
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### Backend
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* Language: Python (FastAPI or Django), Node.js (Express), or Go.
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* Real-time tick system for production, movement, and research
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* PostgreSQL (main DB), Redis (caching/session management)
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* JWT-based user authentication
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* Modular ship builder engine
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* Combat simulator (cron-based or real-time triggered)
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* REST API for frontend communication
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* Asynchronous task queue (Celery, Bull, or Go Routines)
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* Admin CMS for content, events, and balancing
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### Frontend / UI
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* Framework: React or Svelte (SPA)
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* Clean UI with text emphasis, stylized with CSS/Tailwind or custom themes
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* Star map navigation via coordinates (e.g., input sector to load system)
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* Resource HUD, alerts/notifications bar, event tracker, logs
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* Modular ship designer drag-and-drop panel
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* Side panel menus for base, research, fleet, diplomacy
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### Website Features
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* Landing page with lore, signup/login
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* Secure authentication system (email-based, with verification)
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* Player dashboard (active colonies, alerts, missions)
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* In-game messaging and faction chat
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* Account settings and faction selection
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### Game Systems and Database Schema (Core Tables)
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* **Users:** id, email, password, created\_at, preferences
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* **Colonies:** id, user\_id, name, planet\_type, coordinates, population, morale
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* **Buildings:** id, colony\_id, type, level, construction\_start, end\_time
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* **Resources:** colony\_id, scrap, energy, data\_cores, rare\_elements
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* **Fleets:** id, user\_id, location, status, composition, destination, eta
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* **ShipModules:** id, type, stats (JSON), rarity, source (research/salvage)
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* **Ships:** id, fleet\_id, design\_id, hp, module\_list
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* **TechTree:** id, user\_id, tech\_type, level, prerequisites, research\_time
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* **Events:** id, type, description, start\_time, end\_time, effects (JSON)
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* **Factions:** id, name, banner\_url, traits (JSON), members, influence
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### Building Types (Universal Structure)
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* **Scrap Docks:** Generates Scrap over time
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* **Energy Grid:** Produces power to fuel systems
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* **Data Silos:** Increases Data Core generation
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* **Element Extractors:** Mine Rare Elements from planetary crust
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* **Habitat Blocks:** Increases population and morale
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* **Barracks:** Trains and maintains ground units (used in invasions)
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* **Hangar Bays:** Construct and house space fleets
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* **Tech Labs:** Unlock and speed up research
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### Game Loop Logic
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* Every X seconds (tick interval):
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* Buildings produce resources based on level
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* Fleets move along calculated trajectories
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* Events progress or trigger
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* Research and building queues complete
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* Notifications generated and pushed to user
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### Admin Tools
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* Web panel for lore editing and content entries
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* Event creator and scheduler
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* Player search, moderation, data adjustment
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* Server tick controller
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---
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## Example Starting Scenario
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"You awaken within the ruins of Outpost 7-X, a crumbling orbital station barely holding atmosphere. With a half-functional fabrication bay and trace energy readings from the planet below, you must reclaim what you can from the dead machines and begin again. Communications are silent. The stars around you are cold."
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---
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## Future Ideas (Optional)
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* Wormhole travel and alternate dimensions
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* Player-run trade hubs
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* Organic factions (e.g., evolved alien hives)
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* AI rebellion threat mechanic
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* War heroes and persistent admiral characters
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---
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This document serves as a foundational blueprint for creating a post-collapse, text-based MMO inspired by OGame but with modern storytelling, system design, and player agency. It also includes backend architecture, website structure, database models, and scalable design patterns for development.
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