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spaceage's Introduction

Space Age

Tests Commit activity Lines of code Dependency status

Some shit that probably will be a space sci-fi roguelike.

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spaceage's Issues

ShipWalk scene actions

View

  • Display ship and avatar
  • Should be centered by player position
  • Zoomed
  • Right panel with an electronic watch (and other things like ship and avatar status in future)
  • FOV
  • Inventory (hands and wear)

Actions

  • [a]ctivate (list of buttons for every action)
  • [o]pen / [c]lose doors
  • [u]se for terminal
  • [e]xamine (view full tile info)
  • e[x]amine on distance (short tile info)
  • [q] drop object
  • [t]hrow object
  • [g]et object

Scenes scheme

Scenes

  • Main menu
  • Settings
  • World creation (#2)
  • Loading savefile
  • Character creation
  • Ship walking game scene (#6)
  • Game menu
  • Control panel (in future there will be customizable MFDs)

Control panel subscreens

  • System map
  • Sector map (systems around)
  • Global map (galaxy)

Also needed features but IDK scenes scheme:

  • trading and dialogs
  • scanner for battles and for findings other ships/asteroids/etc.
  • weapons/buoys

Galaxy structure

Galaxy is GalaxySize x GalaxySize quadrants. Every Quadrant is N x N Chunks. Every Chunk is an M x M distance units.

Generation

  • Quadrants should be generated when Galaxy is created
  • Chunks and stars should be generated when the player is viewing the map

Tasks

  • Select N (count of chunks in the quadrant), probably 64, so type will be [Chunk; 4096]
  • Select M (width of chunk in distance units)
  • Select distance unit (something like a parsec / M)
  • Adjust generator to make galaxies with realistic stars count (now they are too big)

ShipScheme loaded-from-jsons structure

There will be randomly generated ships in the future, but for now, ships should be built by pre-generated structure. Ship in data should have a converter to real Ship

Ship parts

Must have

  • frame
  • wing segments
  • floor
  • roof
  • walls
  • doors
  • terminal

Other

  • pilot seat
  • multiple types of frames
  • multiple types of walls
  • multiple types of doors
  • autodoc (health?)
  • pasta dispenser
  • cargo space (like a rack)
  • locker

Electronics

  • Moving detector
  • Oxygen detector
  • Smoke detector (when we will have fire)
  • Camera
  • Computer core (connected with terminals)
  • Squawk code transmitter

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