A+puzzle+game+idea

=A puzzle game idea=

I like puzzle games, but...
I like puzzle games. I love **Trainyard**, **Qvoid**, **Cargo-bot**, **Puzzle Restorer**. I enjoyed **Nozoku**. I am enjoying **Tiliard** and **Punch a Hole**. I would like to be able to change game ideas into amazing professionally-crafted apps, but I am not technically competent enough for that. I have no artistical skills for visual design, either. So my game ideas are just that, ideas. As this one is.

Basics
A robotic vehicle (RV) in an hextile grid. This RV can be loaded with simple routines. For instance, "go forward forever", "turn right", "turn left", or "go 5 tiles in the blue direction" (we will see what "blue direction" means, later). The player puts routines (from a given set) on some hextiles before the RV is turned on. The RV has been preloaded with the "go forward forever" routine and loads more routines when reaching their corresponding hextiles. When a routine is loaded, it is immediately pushed on top of the RV routine stack and its execution begins. The routine previously in execution will be resumed when the new one gets finished (and popped from the stack).

There is an initial hextile in the grid, an "exit with success" one, and possibly a number of "error" ones. A different kind of hextiles can act as physical walls that the RV can not pass through, but the stack of routines keeps on running even if a particular order can not be accomplished because of a wall. That order will be discarded and the next one will be taken into account, so maybe the wall will finally be avoided.

Directions
The RV can go in three directions, so it can be represented by three arrows, each one pointing to a direction 120º away from the other two. Each arrow has a different color, for instance, an RGB one. So "go in the blue direction" means "move in the direction pointed to by the blue arrow". As the RV can turn, these RGB directions are relative to the RV orientation.

A different set of colors (or patterns) could be used in order to specify absolute directions. If so, grid axes should be represented with the corresponding colors.

Routines
This could be a basic set of routines:


 * The preloaded "go forward forever".
 * "Turn left" and "turn right". 60º always?
 * "Go //NUMBER// tiles in the //COLOR// direction".

Moreover, some routines could consist of two basic ones, such as "go 2 tiles in the red direction, then 3 in the blue one" or "go 1 tile in the green direction, then turn right".

Final comments
I imagine the hextiles represented by circles, maybe black filled with a white perimeter. This white perimeter should be notably thicker for the "exit with success" tile... or completely white filled? Grey could be the color for "errors" (grey fill) and walls (thick grey perimeter). And, regarding the initial tile... it is the one with the VR before turned on!

Regarding routines, "go 3 tiles in the red direction" could be represented by a thick red 3. "Turn right", by a circular sector with a color gradient from 12 (black, as the background) to 2 o'clock (white). "Go forward forever", by a circle of the color considered forward.

Initial orientation could be free. Two possibilities:


 * The preloaded routine is a fixed one (for instance, "red direction forever") and the VR can be rotated before turned on.
 * The VR initial orientation is fixed (for instance, red points to 12 o'clock, green points to 4, and blue point to 8) and the player chooses the color of the "go forever" routine.