Space RPG Equipment

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This is a listing of all of the equipment that can be used to upgrade your ship. Optional entries are listed in italics.

Contents

Class Item

  • Properties
    • Mass # The amount of mass that this equipment adds to your ship when equipped
    • Name # The title of the object
    • Cost # The base price of the item
    • ShopSprite # The image used when browsing the item at the dealer
    • Description # A longer description to convey information about the item
    • Type # A string that says what type of item it is. We might want to just use the class of the inherited item instead.
    • Space # Optional: We might want to have a "bulk" factor that means items weigh little but still take up a lot of space
    • TechLevel # Optional: We could have a requirement on hulls that specify the maximum tech level allowed on a ship
  • Events
  1. These events are all blank with a simple "pass" inside -- they are expected to be overridden by equipment that can use them.
    • OnUpdate # Called every frame
    • OnThrust # Called on key "up" or "w"
    • OnBrake # Called on key "down" or "s"
    • OnTurnLeft # Called on key "left" or "q"
    • OnTurnRight # Called on key "right" or "e"
    • OnStrafeLeft # Called on key "a"
    • OnStrafeRight # Called on key "d"
    • OnFire # Called on key "space"
    • OnHit ? (perhaps for active armor / shields?)


Class Thruster (Inherits Equipment):

  • Properties
    • Power # The amount of force/torque the thruster exerts


Class BowThruster (Inherits Thruster):

  1. Bow thrusters turn the ship
  • Events (Overridden)
    • OnTurnLeft
    • OnTurnRight

Class MainThruster (Inherits Thruster):

  1. Main thrusters move the ship forward
  • Events (Overridden)
    • OnThrust

Class AuxThruster (Inherits Thruster):

  1. Auxillary thrusters allow the ship to brake and strafe left/right, as well as provide a small forward boost
  • Events (Overridden)
    • OnThrust
    • OnBrake
    • OnStrafeLeft
    • OnStrafeRight


Class Weapon (Inherits Equipment):

  • Properties
    • BarrelType # A reference to the class of barrel that this item shoots
    • AimerType # This is a string that can be 1 of 3 values
      • "Fixed" -- guns that are mounted facing the front of the ship
      • "MouseTurret" -- guns that track with the mouse pointer
      • "AutoTurret" -- guns that automatically choose and track the nearest target
  • Events (Overridden)
    • OnFire


Class Barrel

  • Properties
    • RefireDelay # The amount of time between shots
    • RecoilForce # The amount that the ship is thrust back when the gun fires. Can be 0 for recoilless weapons.
    • FiringAngleVariance # The amount (in degrees) that shots can be "off" when firing. Give a large angle to give the gun larger spread (but lower accuracy).
    • AmmoType # The class name of the ammo that is fired.
    • RequiresAmmo (Optional) # This is to indicate things like missiles, bombs, rockets, etc that you have to buy ammo for, and the ammo type must be present in the inventory for the weapon to fire, and your inventory of the item is reduced by 1 on each fire.


Class Ammo (Inherits SpaceObject):

  1. Ammo is like firing any other space object, except it collides with asteroids and enemies rather than your ship. It is tracked by the physics system, and it
  • Properties
    • Damage # The amount of damage that the item does when it collides
    • SplashDamage # The amount of explosive damage it can do to multiple objects near its collision
    • BlastRadius # The radius that splash damage effects
  • Events (Overridden)
    • OnCollide
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