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-
- ------------------------------------------------------------------
-
- The Osirion Project - GAMEPLAY
-
- ------------------------------------------------------------------
-
- This document describes what the gameplay of Project::OSiRiON should
- eventually become. This document is a work in progress and is subject
- to change. Many features haven't been implemented yet.
-
-Overview
-
- Project::OSiRiON is a multiplayer space game with persistent player
- statistics. By trading goods, obtained through lawful purchase or
- otherwise, a player can earn the necessary credits to buy bigger
- guns and faster ships, and explore the universe in the search
- for better deals.
-
- A single player mode with a compelling story is a secondary objective
- but the storyline serves as background for the multiplayer universe.
-
- The player can not change the game world itself: he can not purchase
- planets or starbases, nor destroy existing ones.
-
-Guidelines
-
- Project::OSiRiON is a 'serious' game. Names of objects, people and
- places should be considered generic for the universe and should not
- be rightout silly or offensive. Names should feel 'natural' in their
- context.
-
- Models for ships, space stations and other objects should be designed
- with the same philosphy in mind. It is acceptable to make references
- to exisiting objects (real or fiction), as long as they are subtle
- or inconspicuous.
-
- Names of planets, systems and areas are usually references to exisiting
- places on earth. Astronomical objects or mythological personae are
- also great sources of good names.
-
-Universe
-
- A basic description of the universe, how it is organised and who lives there.
-
- The universe is a collection of stand-alone star systems. Each star system
- is a small world on its own. The only direct interaction between systems
- is a player traveling between them. The background story should provide
- (most of the) star systems and their relations.
-
- The Project::OSiRiON universe is an open universe. This means players are
- free to travel around and visit the places they want, but this does not
- mean the player will be welcomed anywhere he goes.
-
- Destructable objects are probably part of a mission, will respawn later or
- have some other special meaning.
-
- Non-player characters (NPCs) populate the universe to act as trading
- partners or target practice.
-
-The Player
-
- Who is the player in the universe.
- - Friends
- - Enemies
- - Background
- - How the player interacts with the universe.
-
- The player enters the universe as a typical out-of-luck person
- who decided to start a new life. With a small ship he tries to become
- the Richest Man in the Known Universe. The player earns money by shipping
- cargo that can be bought at discount prices at one place and sold
- at a premium on a second location. *mining *fighting *wrecks/looting.
-
- The goal is to become filthy rich and show it. Besides, with a particle
- cannon and a target lock, nobody cares where your money comes from.
-
- True roleplaying is outside the scope of the game itself. The universe
- (might/will) provide factions, friendly and hostile NPCS an strategic area's
- but the game engine itself will not force true roleplaying. For example,
- players will not be limited to certain ships and weapons depending on
- their allegiances.
-
- Players can be hostile or friendly towards each other regardless
- of their allegiances.
-
- Flying missions, mercenary, military or mercantile in nature.
-
-Ships
-
- The player starts the game with single small spacecraft and starts the
- game docked at a planet or space station. When he has earned sufficient
- money he can spend it on ship upgrades like weapons, armor, shields
- and various other components.
-
- *gameplay idea
- various 'useless' fancy upgrades that increase player status
-
-Traveling
-
- How the traveling happens in the universe, how the player will travel.
-
- Every ship is equipped with thrusters. The maximum thruster speed depends
- on the ship type, small merchant vessels will have lower maximim trhuster
- speed then a scout ship.
-
- Ships can also be equiped with a sublight kinetic impulse drive. This drive will
- enable the ship to accelerate to a high speed without crossing the threshold
- at which relativistic effects would affect structural cohesion. Kinetic impulse
- drive speed is the same for most types of ships. Due to the enormous power
- requirements a ship will not be a able to fire weapons while the impulse drive
- is enabled.
-
- Neither of these engines will allow the player the leave the star system.
- Interstellar travel is only possible using a hyperdrive. A hyperdrive is an
- expensive piece of equipment with a massive power requirement. Only very
- large ships will be capable of carrying a hyperspace jump drive.
-
- Interstellar travel for the common men is possible through the use
- of commercial or government owned hyperspace gates. These gates create
- on-demand hyperspace connections between star systems and provide a safe
- and easy way to travel.
-
- Hyperspace travel is almost instantanious, hyperspace jump would be a more
- accurate term to describe it.
-
- Current hyperspace technology works by making use of weak points in hyperspace,
- known as hyperspace intersection faults. It takes only takes a reasonable amount
- of energy to fold local space into such an intersection fault, to create a conduit
- between both sides of the hyperspace intersection. All a ship has to do is enter
- the event horizon of the hyperspace conduit (or 'jump hole', as it is commonly called)
- to travel almost instantaniously to to other side, usualy several lightyears away.
-
- Jump gates are built in the vicinity of stable intersection faults and thus have a fixed
- destination.
-
- Ships equiped with a hyperdrive work on the same principle. They seek out a sensitive
- spot in the hyperspace field and fold local space to punch a hole through the other side.
- This has several major consequences: a pilot has to determine has destination by finding
- a good departure point in local space. Also, only a small number of connections between
- systems will be possible.
-
- Hyperspace intersection faults are large (planetary orbit scale) and while they are attracted
- to gravity wells like a star, they do not like to share their space.
-
- Note that is theoreticly possible to fold normal space deep enough into hyperspace to
- create jumps holes on intergalactic scales. It would probably take a generator the size of a
- large moon to achieve it.
-
-Capital Ships
-
- As the player earns money, he will eventually be able to buy very large capital ships.
- Apart from beeing large and powerful, capship can be docked by other players and
- used like any other dockable planet or station.
-
- A ship docked at the capship is able to use it as a carrier, and launch
- when the carrier has reached its destination, or circumstances require it.
-
- A capship can be setup as a trading vessel, allowing smaller ships to dock
- and buy and sell items at prices set by the owner. The capship would become
- a moveable trading outpost.
-
-Planet and Stations
-
- Star systems are inhabited with planets and stations.
- ...
- Dockable planets or stations are bases
- ...
- Some bases provide storage facilities where players
- can put items like weapons or spare parts in storage.
-
-Objects in space
-
-Weapons
-
- What kind of weapons are there. how do they work.
- - Lasgun technology
- - Pulse rifle technology
-
-Fighting
-
- How does fighting work? Aim weapon at enemy. Pull trigger.
-
- Fleeing from battle.
-
-Economy
-
- Money makes the Universe tick.
- - Buying
- - Selling
- - Trading
-
-Cargo
- - Transporting / Beaming
- - Mining
- - (Spare) parts
- - Fuel
- - Economy
-
-Missions
-
- - Search and Destroy
- - Transport / Delivery
- - Courier missions
-
-Fleets & Wingmen (secondary goal)
-
- About owning multiple ships and adding strategy elements.
-