// General Code / Setup
Crew Character (Player controlled)
// Health, Stamina, Fly-Energy, etc.
Ship (Player controlled)
// Health, Inventory, etc. Best is to have the ship made out of different elements each with its own health
// Player Behavior
Player can move on moving ship smoothly
// The ship will be flying around and the player must be able to move around on the ship (and later also inside of it) without that being an issue with the engine/physics/etc...
Player can Enter pilot seat and control ship
Allow the player to switch control to a crew member
Player can Enter turret seat and control turret
// Ship Related Behavior
Friendly & hostile ship move (navigate) in the scene
// Could be spline based if letting the AI do this might be too difficult atm (temporary)
Any ship in game is a random shape (except your own ship, that doesn't change randomly ingame)
// From all the ship shapes, pick one at random, then place the crew on that ship, and turrets, etc.....
// AI Behavior
Friendly and Hostile Crew fight each other when they are close and/or engaging each other
// Spawn on ship, shoot towards hostiles
Create entire simple whitebox test level ( vast landscape, and an interesting place to visit )
Create a variety of different ship shapes in Maya
// Experiment a bit with a variety of ship shapes
Crews are visually seperated in friendly, hostile, generic npc or quest givers with different colors.
General game idea explained and visualized for myself & for public
important : 30 December, Quick Solo Playtest
Create blocks that present "stuff laying down on the ship"
// See if you can make it attached with wires and see how physics work with it
// General Code / Setup
Base Character Class (walk, sprint, jump, fires weapon, character design)
// This class contains everything needed to built the other classes with.
// From this you can built: Player, Crew, Hostile Crew, Generic NPC, Quest Giver, Etc.
Base Ship Class (health, ship design)
// This class contains everything needed to built the other classes with.
// Ship Related Behavior
Ship has weapons for dog fighting and both player & npc can use them
Enemy ship goes right next to our own ship (possibly locks on or just stays in formation)
// This will allow for enemy crew to jump onto our ship, once that feature is implemented, and vice versa
// So, this forms a bigger playingfield to fight over
// Possibly your flight controls are disabled or just heavily limited (or continuously disrupted by enemy...)
Ship flying based on engines, properly use physics
// Damaged engines, explosions, etc. have influence on the ship's movement.
Enemy ship follows your moving ship
// Either track ship location to follow or just spline based atm (temporary)
// Player Behavior
Player has simple flying ability to help jump over to a nearby ship
Player can give simple orders to other crew members
// Jump to enemy ship, Get back on your own ship, Defensive positions, Attack at all cost,
Repair X or Y, Take control of the wheel (/ship), etc...
Player & NPC's can walk on a ship rotated heavily without falling off (magnetic boots)
// Some kind of invisible force allows the player to move around on the ship even if the ship is heavily rotated or perhaps even upside down. This must work well with the camera and everything else...
// AI Behavior
NPC's can navigate on moving ship without falling off
Quest Giver (Able to give quests)
Friendly Crew Fights hostile Crew & vice versa
Generic NPCs (background NPC's just doing there thing)
NPC's can take over the pilot seat and turret
NPC's can fly over to a (hostile) ship that is very near by
// Like pirates they jump from one ship to the other
// They have a flight suit on, that allows for short flying moments
Core loop & mechanics explained and visualized
Figure out how to make the inside of the ship & experiment with it