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https://github.com/jacobgardner/js13k-2018

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https://github.com/jacobgardner/js13k-2018

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# js13kgames 2018 edition

## The Ideas Section

* You're on the run from the cops so you have to stay offline. If you come online for some period of time you get caught.
* A game where a bunch of futuristic hyper connected people are forced into the dark ages and they're relearning how to live
* A puzzle game where you're trying to fix broken server connections
* A puzzle game where you're trying to break the internet for some reason by breaking into servers and and shutting them off. Maybe by directing the flow of webz to other servers it causes them to overflow their tubes and chain reactions to other servers.
* Tower defense game where defending against a bunch of packets in a DDOS attack
* A stealth game where you're a rogue packet trying to sneak into a server to shut it down.
* a stealth game were you are a packet trying to escape. If you succeed, you ruin someone's online gaming experience [@jrhii]
* AudioSurfer/GuitarHero madlibs
* A line of people standing in the woods need to be sprayed with Off!

* Sokohack - You must make a series of attacks against a server to shut it down. Each attack you make causes the server to respond in a predictable manner based on various conditions (adaptive AI to stifle future attacks). So the order of attacks you make, where you make them, and the type of attack matters for the solution.
*

## Cascade Idea

Every puzzle with come with a different server configuration. A server configuration consists of a number of servers (of varying combinations) and a number of links (edges) connecting them. All configurations shall make up a directed graph. I haven't decided yet if cycles are allowed in the graph. As a player you will have a number of resources that you may spend to alter the server configuration. This will consist of `packets/sec` that you may use against public servers and `links` that you may hack onto existing servers altering the flow of packets.

By default, a server will distribute an equal number of packets to each outgoing line. Each line will receive `# of packets/# of lines`.

Servers may contain one or more of the following properties:

* Target - Server must be overloaded and taken offline to win
* Honeypot - Does not allow outgoing links
* Load Balancer - Either does not overload or has a higher overload threshold
* UDP Amplifier - Is a multiplier for packets per sec based on input
* Hardened - No hacked links
* API Subscriber - Consumes 1/2 of the packets meaning outgoing connections only get 1/2 of the packets
* API Publisher - All outbound connections get same # of packets
* Firewall - I had an idea for this but didn't like it

The links connecting servers will by default take an equal number of packets as all other outgoing lines from the same server. Links will be severed if the endpoint server is overloaded.

Possible Link Types:

* Standard - One way point transfer
* Shoddy - Loses 1/2 of the packets along the way
* Cheap - Maxes out at a certain packet rate
* Greedy - Consumes 2x the number of packets as all other lines.

Outstanding Questions:

* Should we allow cycles within the graph?
* Should we allow bi-directional links between servers?
* Loopbacks?

TODO: INSERT DIAGRAM LATER