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concepts.txt
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Concepts that may or may not make the game
==========================================
Infinite space
--------------
A sandbox where space is infinite, the actual space is populated with galaxies,
solar systems, planets, black holes, space stations, fleets and what have you.
This means there needs to be a "map" of known space to man. This map may not be
accessible to everyone depending on society, but it is a resource you can
acquire in the game.
This concept would require a system to actually store, simulate and render
infinite space. This would most likely be a sparse octree-like structure that
can be extended as space is explored. Along this thoughtline there needs to be
procedural generation of galaxies, solar systems and planets.
Space stations
--------------
A space station would represent a hub, or "town" for people to gather, to
buy new components for their ships and to trade. Ships can be docked here,
which may make the space station a "dock" to be able to enter a planet. One
docks his or her ship at the station, to then travel to the planet. Of course
a player would not be restricted to accessing a planet this way, but this could
represent an established civilization on a planet.
Space stations themselves are of course not restricted to this kind of use
either. A space station could simply be a huge customized ship, owned by a say
a group of people, that simply allow other players to board it and trade.
Habitable planets
-----------------
Planets could be procedurally generated. These planets would have ecosystems,
an atmosphere and would be visitable by players. A player could establish a
base on some planet for his or her (or its) ships, organizations an society.
There can be shops, trading and similar as one would except on a space station.
Customizable ships
------------------
One of the biggest components that makes this project a game is customizable
ships. This means each player (or rather each save) consists of a character
that can buy and own ships. These ships can vary wildly in complexity. One
player might have a junkyard ship with a simple terminal to control its
components. Another player might have a full star-trek-esque ship with easy to
use UIs on board that control loads of functionality on the ship.
Each ship would be built or bought by a player. Meaning each ship has separate
components (cargo, communication, engines, computer farm, navigation and what
have you). There would be a mechanism to install these components on an empty
ship shell, and command them from computers using APIs.
To summarize, a ship would consist of an empty shell filled with components.
These components may or may not have separate small computers with APIs to
control it and request information. There is a main computer (or mainframe)
onboard to which all these separate components are connected. From this
mainframe one can control all these components. The player does not necessarily
have full free will over the function of these components, but the idea is that
each ship is fully customizable. How to actually access these components is
fully up to the player though. The player might opt for a simple terminal, or
place full scale UIs over the ship like star-trek. These "controllers" would
be fully programmable scripts built on top of each other.
The programmable UIs play a big part in ship customization. It allows you to
visually and functionally customize how one controls a ship. It may also spawn
a whole market, or economy of software. Which would allow inexperienced people
to simply stick together working programs to make their ships functional.