Shotcaller is an RTS / MOBA game with multiple frontends: ASCII-rendered or sprites-rendered. See the design document for much more. It is not made with the Amethyst Engine, just specs, bracket-lib and a minimal engine called minigene.
Playable in the browser: https://shotcaller.jojolepro.com/
In the way "MOBA" games such as DOTA2 or LoL are usually played, the captain of the team is the default shotcaller .
The shotcaller needs to be unbiased and not have tunnel vision. You need to be able to think in the future and tell what would happen if you did this or that. This becomes crucial when deciding to base-race or teleport back to defend. ~reddit-user
Everyone on the team can play the part of Shotcaller on occasion. The act of shotcalling is not typically the most prevalent activity of any player, even for a captain — after all, they also need to play their hero.
But in this game, all you do is shotcalling and big-picture strategizing. The game plays as if you were controlling the 6th-person-in-the-booth “coach” player, and your team (of AI-played bots) actually follows your instructions to the letter, within their designed constraints.
- drawing a background map with ASCII or sprites
- spawning creeps
- moving creeps around the map with a* pathing
- collisions with the map
- stats system for health, mana, attack and defense
- game speed control
- general purpose renderer
- Leaders (heroes/champions)
- request teleportation
- basic fighting algorithm
- Fully functional web version
- UI & input
We want the game to be very contribution-friendly. Our recommended starter tasks are to create a new Leader or Item. If you're new to Rust gamedev and the ECS paradigm we highly recommend checking out the Rust Roguelike Tutorial.