White:Orbits

= Important Information / Links =

Current Status : Pre-development Planning


 * VYEW Collaboration Page
 * Procedural Planets
 * A Real-Time Procedural Universe, Part One: Generating Planetary Bodies

Team Members :
 * Reiji Hirayama
 * Bob Chatman
 * Dave Doyle

= Level Design / Generation = When a level is initially created the resources are selected for the map. In order to increase randomization, it has been decided that only a fraction of the available resources will be available in the level, although possibly created synthetically if needed later, and only a smaller fraction of those available in the solar system will be available on the home worlds of each player. This is to mix up the possible scientific discovery routes that are available to each player, randomizing the gameplay and increasing the ability for the game to provide a different experience each time through.

= Research = When a race begins life it has to choose to research a technology type. This is more than a simple "RESEARCH RESEARCH!" option, as in many other games. Industries are funded by the players hands, allowing minute control over the direction a faction goes and is highly dependent upon the available resources and past accomplishments/funding. Research rewards are highly randomized, providing no obvious or dependable pattern to the technological innovation.

= Gameplay Mechanics = Flowing from the resources available to the player, and their technological state, trade, politics, and other social issues come into play in a strong way. Each planet has a population that needs to be accommodated and is ultimately the life force of the player. When your population needs further resources you should supply them, or something comperable, and if they are tiring of a rivals encroaching territory you should handle such things accordingly.

= Ideas =
 * 1. Real time 4X style action-strategy game.
 * Space borne. Settings not decided on*
 * Push-based gameplay; emphasis on limited battlefield warfare compared to the current RTS' full scale warfare.
 * Limit the locations of simultaneous battle/encounter with bisectioned maps/terrains.
 * Limit the player FOV to his/her fleet.
 * Introduce early warning system to alert player of incoming attack, but no direct intel.
 * Multi-front warfare becomes heavily reliant on AI, meaning timing and calculation heavily outweight player micromanagement with the exception of his/her direct fleet.


 * 2. Multiplayer(or single player) Co-op Consequential Progress game.
 * Scenario based or objective based sequential maps that reflect the player's accomplishments.
 * Scenario based gameplay revolves around multiple branching 'trees' of plots.
 * Objective based sequential maps give bonus/penalties depending on player progress, and concludes when the player accomplish the final agenda(Conquer entire territory, take over XX's base, etc.)
 * Multiplayer aspect will emphasize on task-based gameplay. Players will all be mainly generalists(no specialized equipment that are absolutely necessary to accomplish the mission) but will provide options for.

=To-do list.=

Graphic

 * Come up with a visual theme that shows a highly technical and rough edged look.
 * UI Should be paired with this.
 * Create a Pair of units so we can start work on styling between sides.
 * Basic Units Only

= Iterations =

Mockup of space Interaction

 * Two Spheres, one orbiting the other
 * Spawn a space vehicle and set it to orbit the main sphere
 * Create AI to allow space vehicle to leave orbit around the main sphere and move to the second sphere

GUI Development

 * Landing Page
 * InGame GUI
 * Fonts & Lesser Graphics