From 691136ea46b7ac59108402970cd61e157e3f292c Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Sat, 5 Mar 2016 23:26:08 +0100 Subject: Homogenized documentation files throughout the different projects. --- developer/GAMEPLAY | 209 ----------------------------------------------------- 1 file changed, 209 deletions(-) delete mode 100644 developer/GAMEPLAY (limited to 'developer/GAMEPLAY') diff --git a/developer/GAMEPLAY b/developer/GAMEPLAY deleted file mode 100644 index dc8f6ee..0000000 --- a/developer/GAMEPLAY +++ /dev/null @@ -1,209 +0,0 @@ - - ------------------------------------------------------------------ - - 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. - -- cgit v1.2.3