- 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
85 lines
3.9 KiB
Markdown
85 lines
3.9 KiB
Markdown
# VOID::NAV
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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. 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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| Pillar | Description |
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|--------|-------------|
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| **Open-World Exploration** | Procedurally generated galaxy with unique sectors, anomalies, and hidden treasures every campaign |
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| **Trade & Commerce** | Regional price differences, supply/demand, and trade routes between stations and factions |
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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 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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```text
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apps/docs Existing docs, interactive demos, and vertical slice
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apps/site Public landing page / game website
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apps/game Playable game shell connected to SpacetimeDB bindings
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packages/ui Small shared UI primitives and CSS tokens
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services/spacetimedb TypeScript SpacetimeDB module
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archive/legacy-static Legacy static prototype files kept for reference
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```
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## Prerequisites
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- Node.js 24+
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- pnpm 9+
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- SpacetimeDB CLI (`spacetime`) v2.3.0+
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The SpacetimeDB CLI is not vendored. Frontend builds use the committed placeholder bindings in `apps/game/src/module_bindings`; run `pnpm generate:bindings` after installing the CLI to replace them with generated bindings.
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## Quick Start
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```bash
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pnpm install
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pnpm dev
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```
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This single command starts a fresh SpacetimeDB instance (ephemeral, in-memory), publishes the module, generates bindings, and launches the game dev server.
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Open `http://localhost:5175` to play.
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Press `Ctrl+C` to stop everything.
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## Development
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```bash
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pnpm dev # Full stack: SpacetimeDB + game (port 5175)
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pnpm dev:docs # Docs only (port 5173)
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pnpm dev:site # Site only (port 5174)
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pnpm dev:game # Game frontend only (requires running SpacetimeDB)
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```
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Default ports:
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- docs: `http://localhost:5173/docs`
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- site: `http://localhost:5174`
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- game: `http://localhost:5175`
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- SpacetimeDB: `http://127.0.0.1:3000`
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## Builds
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```bash
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pnpm build # Build all apps
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pnpm check # Typecheck all packages
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pnpm generate:bindings # Regenerate SpacetimeDB TypeScript bindings
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```
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## SpacetimeDB
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Root `spacetime.json` points at `services/spacetimedb` and generates TypeScript bindings into `apps/game/src/module_bindings`.
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The `pnpm dev` script uses an isolated ephemeral data directory (`.spacetime-dev/`) so it starts clean every time. No stale database or auth issues.
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Reducers: `connectPlayer`, `renamePlayer`, `seedWorld`, `ping`, `undock`, `selectTarget`, `startApproach`, `completeApproach`, `dock`, `startMining`, `completeMiningCycle`, `sellOreToNpcMarket`
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