Replace TS game shell with Bevy/Rust client, add auth service, purge legacy archive
- Replace apps/game (TypeScript/Vite/R3F) with a Bevy 0.16 Rust client featuring main menu, star map, and flight states - Add services/auth: Express + better-auth server with SpacetimeDB token exchange endpoint - Delete archive/legacy-static/ (old JS demos, CSS, assets) - Update docs pages (architecture, gameplay, roadmap, social, overview) to reflect Bevy pivot - Clean up workspace config: remove apps/game from pnpm workspace, update dev scripts, tsconfig, and AGENTS.md files - Add .vscode/settings.json for Rust tooling
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# VOID::NAV
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**An open-world space exploration RPG** — trade, quest, fight, or simply drift and enjoy the ambiance. Inspired by the charm and freedom of Windward Horizon, set in a procedurally generated galaxy with FTL-style tactical combat.
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**A single-player open-world space exploration RPG** — trade, quest, fight, or simply drift and enjoy the ambiance. Inspired by the charm and freedom of Windward Horizon, set in a procedurally generated galaxy with FTL-style tactical combat.
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You are a young, unaffiliated captain with an entire galaxy open for exploration. Every campaign features a unique, procedurally generated sector map. Trade goods between stations, take on quests for various factions, mine asteroid belts, or simply cruise and enjoy the void. Prefer a quieter life? You can simply sail the stars.
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Combat is **FTL-style tactical resource management** — no dogfighting or direct piloting. Click a hostile, your ship auto-engages, and you manage reactor power between Weapons / Shields / Engines / Auxiliary. The skill is in *what* you power and *when*, not how fast you click.
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VOID::NAV is a pnpm workspace monorepo for the game website, living design docs, browser game shell, and SpacetimeDB backend module.
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VOID::NAV is a pnpm workspace monorepo for the game website, living design docs, browser game shell, and SpacetimeDB backend module. The architecture supports optional co-op servers in the future, but the core experience is designed as a solo adventure.
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## Core Pillars
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| **FTL-Style Combat** | Tactical power management (not action). Auto-engage with reactor allocation decisions |
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| **Ship Customization** | Build the ship that suits your style — tough juggernaut, nimble scout, or cargo hauler |
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| **Dynamic World Impact** | Faction leaders, world events, and player actions shape the galaxy without firing a shot |
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| **Solo or Co-op** | Brave the void alone or crew with friends. Built with co-op in mind. |
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| **Solo Adventure** | A personal galaxy to explore at your own pace. The architecture supports optional co-op servers later. |
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## Layout
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