Difference between revisions of "Realistic Space Game"

From Wikiid
Jump to: navigation, search
m (Relatively Small Environment)
Line 6: Line 6:
  
 
=== Relatively Small Environment ===
 
=== Relatively Small Environment ===
The game initially starts off in an asteroid belt, as it's the the realistic equivalent to having many teeny planets like in Freelancer type games.
+
The game initially starts off in an asteroid belt, as it's the realistic equivalent to having many teeny planets like in Freelancer type games.
  
 
If ever more systems are added, then instead of faster than light (FTL) capability, a deep sleep should take it's place.
 
If ever more systems are added, then instead of faster than light (FTL) capability, a deep sleep should take it's place.

Revision as of 10:01, 23 March 2010

This is the portal for a newly conceived "realistic" space game.

Networked game play

The most important first step in development.

Procedural Environment

Relatively Small Environment

The game initially starts off in an asteroid belt, as it's the realistic equivalent to having many teeny planets like in Freelancer type games.

If ever more systems are added, then instead of faster than light (FTL) capability, a deep sleep should take it's place.

Filling the Sector with Stuff

Each sector of space is given a number, and everything within is seeded by that unique number, creating a random universe that remains the same between all copies of the game.

Building a Fluid Asteroid Belt

Scripting Engine

Ship Design

Players have a "Ship Creator" tool to customize the look and functionality of their ships.

Modular Design

Modules makes the ship creator tool much simpler to create, and gives the game a need for some kind of currency. (Some kind of ore perhaps? Unobtainium?)

Salvageable modules and parts means provoking engagements and pirating becomes an aspect of gameplay.

Weapons

Not necessarily a separate module, but the locations of hard points of the guns should be variable.

Mining lasers are the primary tool of the space pilot, for use as weapons, for mining, and scavenging. Lasers are not slow, like Star Wars "laser bolts" but more instantaneous.

Other weapons like rockets, mines, and EMP's can be bought and scavenged for use.

Required Modules

Engine and Cockpit modules are required for the smallest ship, and as the ships grow, the need for crew quarters and storage holds becomes necessary.

Perhaps a bonus for having spinning sections that give centrifugal artificial gravity.

Ship Control

Both "manual" and "scripted" options allow for a full variety of gameplay, with manual flight mode used for battles and for players that prefer a more hands-on approach.

Manual Flight Mode

Controls allow for full heading, pitch, roll?, and lift/strafe control.

Scripted Flight Mode

For scripting details, see the Scripting section.

For people in the 24th century, computers are the easiest way to go about precise piloting. Sample programs like "Geo-synchronis orbit", "Plot a course", and a mining program to give sample code for combat scripting.

For players with multiple ships, scripts for wingmen, search parties, or escorts could be made.

Flight Physics

Basic Newtonian laws, of course without too much friction.

Perhaps in proximity with a very large asteroid, moon, or planet, gravity should effect the trajectory in manual mode.