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	The Osirion Project - ROADMAP

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  General:

	This document describes the gameplay objectives for each 
	milestone of the project. Currently, milestone 0.1 has been 
	reached and the game universe is ready to be refined and 
	expanded. 

	Features of the engine itself, like support for new file
	formats, rendering options and game server commands
	are implemented along the way and, unless required,
	happen independent of the gamplay roadmap.

	This roadmap is not to be used as a roadplanner but as a
	gentle guide to reach a playable game.

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  version 0.1.0 - The Universe (done)

  Description:

	The game world is divided into zones, the zones can be populated
	with entities. Players can use their impulse drive or jump to 
	different zones.

	Multiple players can connect to the dedicated server. They can 
	fly around and see each other. They can use chat to communicate, 
	they can use private chat or global chat.

	Players can dock at a space station or planets. Docking
	a jumpgate enables hyperspace travel.

  Requires:

	client console
	entities
	ship instances
	network subsystem
	entities
	camera handling
	keyboard bindings
	zones
	basic travelling: impulse drive, jump engine
	basic docking

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  version 0.2.0 - Items and Trading

  Description:

	Ships and stations have inventories, players can buy and sell
	cargo at a space station. Each item can have a text description
	and a model.

  Requires:

	player credits (ok)
	item info + lazy server-client exchange (ok)
	trading (ok)
	inventories (ok)

  Related:

	map entity descriptions (ok)

	eject cargo/tractor beam
	player-to-player trading
	player saving
	equipment trading
	model weapon slots and positioning
	
  Optional:

	dockable player ships (ok)

	fuel system
	economy
	tool to generate item icons from models

  Implementation:

	inventory + ship statistics window (ok)
	handle inventory transfer on ship aquisition (ok)

	eject/destroy cargo
	base inventory depletion, per-item adjustabe depletion rate
	dockable player ships needs owner permissions
	
	player-to-player trading
	player shops
		player must be capable of setting the kind and price of items to sell
		item 'tradeable' flag 
		shop allows multiple buyers, p2p trading just one
	player factory ships + base factories, per-item adjustabe conversion rate and ratio
		e.g. 2 units of niobum to 1 superconductor per 30 seconds

	
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  version 0.3.0 - Equipment

  Description:

	Players can buy and sell ship upgrades like armor and scanners,
	this will require additional game mechanics.
	Players can buy and sell weapons.

  Requires:
	
	cannons and turrets
	cannon and turret models

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  version 0.4.0 - Physics

  Requires:

	collision physics
	targetting
	explosions, weapons fire and related sounds

	particle systems

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  version 0.5.0 - public alpha

  version 0.5.1 - bugfix release

  Description:

	All the general large features of the engine are implemented.
	Create a somewhat polished release with a playable universe
	to create a platform for bug-fixes and improvements.

	The main goal if the alpha is to create interest for the project
	and to attract an initial playerbase. At this point, a dedicated
	'Official' server is necessary.
	
  Requires:

	playable, consistent universe
	general polishing
	master server
	player guid 
	player saving

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  version 0.6.0 - NPC

  Requires:

	factions
	allegiance

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  version 0.7.0 - Missions


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  version 0.9.0 - public beta

  Description:

  Requires:
	stable network protocol
	background story
	zip archive support
	http downloads

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  version 1.0.0 - public release

  Requires:


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  version 2.0.0 - rewrite of the engine