Project::OSiRiON - Git repositories
Project::OSiRiON
News . About . Screenshots . Downloads . Forum . Wiki . Tracker . Git
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorStijn Buys <ingar@osirion.org>2010-11-16 12:25:53 +0000
committerStijn Buys <ingar@osirion.org>2010-11-16 12:25:53 +0000
commit81f386646cf7c9a6ff0aada28d8c9e750df73ed4 (patch)
treec625e9d9d71626876175949d20c61140f6891885 /developer/TASKS
parentc6e4649788efbabda91ed7e612c54250890e0ff6 (diff)
moved related documents into developer/
Diffstat (limited to 'developer/TASKS')
-rw-r--r--developer/TASKS99
1 files changed, 99 insertions, 0 deletions
diff --git a/developer/TASKS b/developer/TASKS
new file mode 100644
index 0000000..ebc9e2f
--- /dev/null
+++ b/developer/TASKS
@@ -0,0 +1,99 @@
+
+ ------------------------------------------------------------------
+
+ Project::OSiRiON - TASKS
+
+ ------------------------------------------------------------------
+
+ This file contains a list of reasonable easy tasks than can
+ be done by anyone who is interested in contributing to
+ the project. No programming skills are required to
+ do any of these.
+
+Create skyboxes
+
+ The program Spacescape is a freely available tool to
+ create skyboxes with stars and nebulas.
+
+ http://alexcpeterson.com/spacescape
+
+ Note that this tool only works on windows, attempts to run
+ it in linux with wine have been unsuccessful.
+
+ I wrote a small shell script to rename its output to osirion
+ conventions:
+
+ http://ingar.satgnu.net/osirion/files/util/rename-sky.sh
+
+Ship definitions
+
+ A lot of ship definitions in base/ini/ships.ini are incomplete:
+ price, cargo hold size, jump drive, dockable and movement
+ specifications have to be added and tweaked where necessary.
+
+ Note that 'mass' can not be set through the game's 'specs'
+ command. As a rule of thumb, define mass first and tweak the
+ other specs accordingly.
+
+Cargo definitions
+
+ Add cargo definitions to ini/cargo.ini.
+
+Cargo models
+
+ Each cargo definition needs a model to represent the type of cargo in-game.
+
+ Required models:
+ - Iron (ore)
+ - Niobium (ore)
+ - Liquor (bottles?)
+ - Carbosteel (plating / blocks?)
+ - Superconductors (fancy magnet thing?)
+ - Optronics (optical chips)
+
+Trade definitions
+
+ Add trade definitions to the world ini files.
+
+ The easiest way to do this is by thinking in trade routes:
+
+ - A base resource is sold at the source location, with unlimited supply
+ amount = -1
+ price = low
+ e.g. iron is mined and sold at an iron mining installation
+
+ - The resource can be sold at a good price at a target location that probably needs the resource
+ amount = 0
+ price = high
+ e.g. a carbosteel forge will buy the iron at a good price
+
+ - On the route from source to destination, the resource can be sold along the way. The price
+ increases with distance from the source location.
+ amount = 0
+ price = medium
+ e.g. the iron ore can be traded on a supply station along the route
+
+ After finishing a route, traders like to take back other profitable goods,
+ therefor it is generally a good idea to provide a trade route in the opposite
+ direction to the same area.
+
+Models
+
+ Required objects
+
+ - Iron mining facility (Finnmark system)
+ - Carbosteel forge
+ - AMTEL optronics production plant
+ - Border Guard station (Karelian system)
+
+Documentation
+
+ The list of attributions needs updating
+
+ Most of the documentation needs updating:
+ doc/attribution.html List of attributions
+ doc/guide.html Player guide
+ doc/manual.html Engine user manual
+ doc/world.html Editing the world
+
+ Hints from this document can probably be added to the main documentation.