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ImageThis page is a Draft, its content is not complete and might contain errors.


Again, I just lifted this part from SF3's design doc, to help me out here. Pay no attention to it for right now. In fact, there's little of value anywhere on the page...

This page is a discussion of information that will be pertinent to the player, including some information that may need to be directly presented to the player in the documentation or throughout the course of the game. SF3 will be designed as a single-player game, with no provision for a multi-player mode planned (at this time). Obviously, the player will be key to the game.

The game's engine will consider the player an in-game object, with various components. This page will at least introduce these various components and will serve to direct programmers to other areas of this design document as necessary to reference more details about those components.

Data Structure of the Player Object

The following list is a rough indication of the various classes and variables that will be included in the player's data. This is meant only as a guide; the names of the actual variables may be different from what's listed here (any changes to variable names should be updated here ASAP). Only variables are listed here; class methods for the player object will be created as needed.

The Player object is a top-level object, of which there will be only one instance in the game. Its data structure is as follows:

This is a placeholder page for the Player Data section of the SFTBO Design Document.

  1. Profile
  2. Ships
  3. Artifacts
  4. Points

Structure of the Player Object
  • Profile Data
    • String: Name (the player's registered name)
    • String: Alias (the player's alias)
    • String: Email (needed to inform player
    • Integer: Points (the number of spending points available to the player)
    • Profile Setting Switches need to work a bit here, these are for in-game settings
  • Fleet
    • Starship
      • String: Name (Still want that option for naming/assigning ships when first purchased.)
      • String: Ship_Race (Where we'll put the race of the ship)
      • String: Ship_Type (Where we're sticking the actual kind of ship's name)
      • Integer: LR (Crew's learning rate, needed for training)
      • Integer: SI (Ship's Strength Index, a combination of max SHP, max AHP, and max damage)
      • Integer: CSSV (Ship's Crew Skill Score Value, a combination of the ship's SCI, NAV, ENG, COM and MED scores)
      • Integer: MIN (Ship's mineral value, important to opposing players...)
      • Integer: HD (the ship's normal hit difficulty value)
      • Integer: BHD (the ship's blast hit difficulty value)
      • Integer: FHD (the ship's flatfooted hit difficulty value)
      • Integer: INIT (initiative value, based directly on engine Class)
      • Integer: Max_SHP (maximum strength of the ship's shields, all arcs)
      • Integer: Max_AHP (maximum strength of the ship's armor, all arcs)
      • Integer: Beam (strength of the ship's beam weaponry (lasers))
      • Integer: Proj (strength of the ship's projectile weaponry (missiles))
      • Vector/List: Skill Scores
        • Integer: SCI (science skill score)
        • Integer: NAV (navigation skill score)
        • Integer: ENG (engineering skill score)
        • Integer: COM (communications skill score)
        • Integer: MED (medical skill score)
      • Vector/List: Maximum Skill Scores
        • Integer: Max_SCI (maximum science skill score)
        • Integer: Max_NAV (maximum navigation skill score)
        • Integer: Max_ENG (maximum engineering skill score)
        • Integer: Max_COM (maximum communications skill score)
        • Integer: Max_MED (maximum medical skill score)
      • Vector/List: Systems (Damage Levels)
        • Integer: Hull_Damage
        • Integer: Engines_Damage
        • Integer: Sensors_Damage
        • Integer: Communications_Damage
        • Integer: Shields_Damage
        • Integer: Beam Weaponry_Damage
        • Integer: Projectile Weaponry_Damage
      • Vector/List: Systems (Functional)
        • Flag: Hull_Malfunctioning
        • Flag: Engines_Malfunctioning
        • Flag: Sensors_Malfunctioning
        • Flag: Communications_Malfunctioning
        • Flag: Shields_Malfunctioning
        • Flag: Beam Weaponry_Malfunctioning
        • Flag: Projectile Weaponry_Malfunctioning
      • Vector/List: Status
        • Flag: Ship_Destroyed (Destroyed/Not Destroyed; used at resolution of combat)
        • Flag: Ship_Derelicted (Derelicted/Not Derelicted; used at resolution of combat, to see if opponent captures the ship.)

I need to get that XML up on the design doc someplace.



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