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