make a plan

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luna 2025-05-03 15:02:24 +02:00
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# spacegame (we should come up with a name :3)
* more open world like or more linear like???
* is there a companion / npc / spaceship ai (kinda like mbot from skywards) for most of the story?
* should the player have an inventory and the ability to gather stuff / pick stuff up for eg. the thrusters and the reactor
* should the player have to gather oxygen / food / water?
* respawn mechanic?
## saving / loading
3 save slots or saving into a file which can be exported
## story
### overview
1. the player is on a routine space mission
2. something goes wrong, the player is seperated into an unknown region of space
3. the player has to find the way back (maybe solve ftl travel? maybe find pieces of a map to get back home?)
4. the player crosses through several zones in space:
5. the player gets back home!
## zones
maybe several of these zones fight against each other / want to fight against each other and the player has to prevent this
* aliens
* robots
maybe an industrial factory setting with like hive mind robots n stuff
* black hole (?)
maybe the black hole is alive
## parts
individual parts have individual hit zones on the ship (weapons in the front, thruster in the back, reactor in the middle(?))
parts can break as in they get less accurate and eventually fail
### weapon
should there be some visible canon part or something sticking out of the ship
* laser
* railguin
* canon
### reactor
difficult rto represent visibly
* unstable one (when the player shakes the ship to much it heats up), takes rare radioactive fuel
* coal / organics powered reactor, the player has to gather stuff
* solar panels which the player can unfold, reduces manoverability when generating energy
### thrusters
* hydrogen: requires fuel but takes no energy
* electric: takes energy but requires no fuel
* ftl drive (?)
### sensors / computer
maybe a concept of chips in addition to parts that the player can slot into the computer,
ui wise each chip could declare a spot in the ui where it wants to go and is then placed into the repective hbox / vbox alongside other chips, each chip has to have a minimum size
* theat radar
* aim indicator
* minimap
* wall proximity warning (flashes when the player is flying straight into an ofscreen wall)
### hull (?)
### shields
* one that only protects against non-energy things (like the walls)
* one that only protects against energy things (like enemy bullets)