Multiplayer games, especially at large scale, have unique considerations for their design. While traditional monolithic game server design has served the industry well, it's possible that a microservices-based approach could work better and be more scaleable, within certain constraints.
Red Hat has a Gaming Community of Practice (COP), and we (the gaming COP) are going to attempt to design a multiplayer game that uses just such an approach.
There is an interesting thesis paper by Mauno Vähä that explores microservices design as it applies to multiplayer online RPGs. We will use it as a reference for this project.
Concept: Battle Royale-esque “last person standing” space ship battles
Genre: Battle Royale, 2D top-down looter shooter
Elevator Pitch: In space, if you’re not first, you’re last. But being first comes with consequences. Vanquish your opponents and pick up components from the wreckage. Make good choices, because each component you strap on makes you heavier and pulls you deeper into the gravity well - where everyone else with more guns and more gear already is.
Combat similar to Star Control: Origins Technology and battle tactics inspired by [Firefly's Reavers](https://en.wikipedia.org/wiki/Reaver_(Firefly) Minimal art style to start inspired by Radius Raid Also art style inspired by Warships
2022 update - based on team conversation here is the updated draft components architecture:
Original design components list is below: