Project::OSiRiON - Git repositories
Project::OSiRiON
News . About . Screenshots . Downloads . Forum . Wiki . Tracker . Git
summaryrefslogtreecommitdiff
path: root/doc/TASKS
blob: ebc9e2fdcc998ad0539f35ae51ba6e6657777a73 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
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.