(Thanks Aston for the suggestion of creating a deriving thread, I was wondering whether it would not be a bit too off-topic for this forum)
Complementary to the more general discussion in the Erlang shall power the Metaverse thread, this current topic would focus more on (Erlang-related) actual game-like applications (rather than on the technical components on which they would rely), at any level of completeness (from mere ideas to possibly more finished works).
In this topic here is the first part that I would like to share (a second, more general one coming afterwards), following the idea that often, when starting a project, it is easier to imagine having unlimited time and resources, before - only in a second time - drastically scaling down the ambitions. Obviously I am still in the first, wildly futuristic pipe-dream stage
This game (let’s name it Silvacane), whose server-side would be Erlang-based, would correspond to a virtual, persistent, multiplayer experience taking place in a SF setting, mostly in our galaxy, and hosting as many “active instances” (NPCs, player-controlled characters, possibly specific celestial bodies) that its popularity, its hardware, its network capabilities and Erlang would permit within reasonable efforts. A clarifying subtitle thereof could be: “Spacetime Tactical Warfare”.
The base story line would be that, in the context of a so-called “Nebu Gathering” program, its members (a group of rather advanced alien races) fund contactors in charge of exposing to Silvacane a selection of emerging civilizations in their sector, in compliance with a regulatory framework meant to protect these newcomers. Mankind would be among the local ones contacted, in an attempt to progressively raise its SAL (Silvacane Awareness Level) and, for better or for worse, enable deeper interactions with the program members.
You, a Commander among many others, will benefit from having a spacetime vantage point of interest (through a Silvacane hub, i.e. the game client) instrumental to best control at least one character, more probably a crew, at two tactical levels, that are relevant notably whenever hostilities happen (albeit it is not of course the sole type of interaction to consider):
- space combat involving starships, a bit like Elite for example, yet trying to introduce a few (much simplified) relativistic effects
- squad-level “ground” combats (confrontations on planet surfaces, spaceports, boarded starships, etc.); a bit like XCOM and many others
Both levels would happen, relativity-wise, in proper time for the parties involved, resulting in turn-based, bounded time tactical interactions, the duration of each turn depending on the local spacetime conditions (themselves depending notably on a coarse evaluation of the local density of energy and mass - and, well, of the load of the Erlang server resources of course). So: no frantic pace like in RTS or FPS games (hence the “latency might be a feature” that I hinted in the other thread), each local configuration ticking by default at some point between (bounds excluded) the faster pace of Doom and the one of a postal game of chess.
For characters, the game would feature aging and permadeath, and I am afraid that it would be quite unforgiving if not punishing, knowing that, notably due to their technological inferiority, humans hardly stand a chance against aliens under normal combat circumstances.
(end of the game-focused description)
I have already mentioned in the parent thread some of the too many software needs that such overly ambitious games would incur. Most technical topics would deserve to be detailed/discussed a lot more in-depth (of course any exchange here is very welcome).
Hopefully other Erlangers would feel free to share a few words about their game-related projects, possibly to detect any chance of cooperation on various elements - like already started regarding middleware such as Mirror, Gremlin, etc.?