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  ------------------------------------------------------------------

	The Osirion Project - ROADMAP

	This document is superseded by http://osirion.org/tracker

  ------------------------------------------------------------------

  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.

  ------------------------------------------------------------------

  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 (ok)
	entities (ok)
	ship instances (ok)
	network subsystem (ok)
	entities (ok)
	camera handling (ok)
	keyboard bindings (ok)
	zones (ok)
	basic travelling: impulse drive, jump engine (ok)
	basic docking (ok)

  ------------------------------------------------------------------

  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)
	map entity descriptions (ok)
	eject cargo/tractor beam (ok)

  Related:

	beam particles
	player-to-player trading
	equipment trading
	
  Optional:

	fuel system
	economy
	per-item adjustabe depletion rate (won't do)

  Implementation:

	inventory + ship statistics window (ok)
	handle inventory transfer on ship aquisition (ok)
	eject/destroy cargo (ok)
	base inventory depletion (ok)
		
	docking player ships should require owner permission
	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
	

  Features:

      	collision physics (ok)
	collision meshes (ok)
	dockable player ships (ok)
	zone chat (ok)
	player saving (ok)
	
	improved network authentication


  ------------------------------------------------------------------

  version 0.3.0 - Weapons and Equipment

  Description:

	Players can buy and sell weapons.
	Players can buy and sell ship upgrades like armor and scanners,
	
  Requires:
	
	cannons and turrets
	cannon and turret models
	model weapon slots and positioning
	targetting
	explosions, weapons fire and related sounds
	equipment
	weapon dealers and equipment traders

	improved particle systems	

  Features:

  ------------------------------------------------------------------

  version 0.4.0 - User Interface

  Description:

	The game has a consistent and usable user interface and the game
	can be played without having to use the console.

  Requires:

	player saving
	improved menus, options menu, controls menu

  Features:

	soundtracks

  Related:

	native keyboard layout support.
	
  ------------------------------------------------------------------

  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

  ------------------------------------------------------------------

  version 0.6.0 - NPC's

  Requires:

	factions
	allegiance
	computer-controlled opponents
	
  ------------------------------------------------------------------

  version 0.7.0 - Missions


  ------------------------------------------------------------------

  version 0.9.0 - public beta

  Description:

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

  ------------------------------------------------------------------

  version 1.0.0 - public release

  Requires:


  ------------------------------------------------------------------

  version 2.0.0 - rewrite of the engine, singleplayer