TempInfoStore

This is just a place to dump my file contents, to then port to respective pages better

So it begins..

filesave\_sorted\_as.txt:

No default 'Guest' file as it is hard-coded in

Ideas.txt is a file that has my Keep Notes so that i can try to incorporate them.

creating a basic map file to use in a trial map loader so i can see if a) it is good and b) if it can be done painlessly.

A new way for interactions: I got a folder called "effects.csv". This stores all the text lines, but also stores

By trying to create an account, a new file can be saved under their username This account saves preferences, not the game files. That is done in the Game file, saved under filesave name. When a new account is created, their file structure should be: 1 - Password 2 - Music File Source 3 - Game File Source

No start game file at first, so first action is to create one.

GAME FILE SORT first is var name, then the data type, then the attributes it deals with 1 - SpacePrescence,Boolean, if in space or on land - to load character. highest priority because decided which .py to run. 2 - MapUsed,string, the map name where character is. Depends on space/not space 3 - PlayerName, string, the name taht is displayed when the character is speaking/being refenced to 4 - Coords,[xxxxx,xxxxx], where the character is on the map. 5 - CharFacing,int degrees, the angle of character 6 - PlayerHealth,[int, int, int], available/total heath points on character 7 - PlayerEnergy[int, int, int], total energy player has, expended on walking, interacting and slow replenished passively (third int) and fast with items in inv. 8 - Total Inventory,[string, string..], all the items stored on the ship and on player 9 - PlayerInv,[string,string..], all the items on the character (applicable if SpacePrescence = False, else is zero as landing items undecided) 10 - PlayerHotbar,[string,string,string,string], hand item in use/offhand item/pocketA/pocketB 11- Cash,int, number of cash that the player has. 12- SpaceHull,[int, int, int], available/total hull points on ship, that could change due to mods/events 13- SpaceEnergy,[int, int, int], available/total/rate energy, changeable due to mods/events 14- SpaceShield,[int,int, int], available/total/rate shielding provided, changeable due to mods/events 15- SpaceMoveStats, [int, int, int, int], 4 numbers that code for: maximum velocity/degrees rotation/acceleration/deceleration 16- GameChanges,[[boolean, boolean...], [boolean, boolean...]...], a 2d list that lists proof of any dialogues or items that change something have an index in the DictonaryStates.txt, and depending on what is ticked off as True in this line, may have further impacts. 17- Factions,[int, string, int, string ...], relationship points and faction name listed here. Changes due to interactions.

Gameplay Structure.txt:

This file is purely to layout features and plot in the game

Names used are subject to and will be changed on finalisation.

Key:

Linked ideas start with the same symbol, so \*A and \*B are linked/in list. Listed items within a listed item duplicate the symbol i.e \*\*

Ship = Character used in space to transport player

Player = Character controlled in Domains,

Global = Anything concerning the ship AND player

Local = Anything happening in Domains, i.e player only

Domain = Any place where the player is moved.

Trigger = Any interaction that triggers a line(s) in the effects.csv, resulting in a change.

POI = Point of Interest, a place to receive a unique ID that can cause a trigger

Coarse focus: general view on the features

Hoyo-like structure:

\*Quests/Plot

\*Main quest that you follow for nice rewards - most of the lore

\*Planet quest that you follow for additional rewards - not necessilarily demanded

\*Side quests that are one-offs as a small rewards

-Extra features

-Renewing bonuses that can be claimed after a certain rank i.e daily logins

-Special challenge reigons to get nice rewards

-rank/point systems

-Weapon types

-gacha?

-Stores to buy stuff

BRAINDUMP - a place to spread ideas that link together, unlike the already provided the Ideas.txt. Comprehension  in code is in the fine focus

Several rank systems:

\*Adventure lvl - general EXP collected from pretty much every action. Faction EXP contributes to this as well.

\*Faction lvl - EXP linked to a faction can be collected to get a bonus with that faction. When threshold reached, get more features. This can be LOST, due to negative actions.

\*Player lvl - EXP from successful completions leads to the player levelling up, that increases general characteristics of player

Chest opening: Honkai style i.e no physical drops, hardwired to inv

Inventory types:

\*Global Inv - The place where all items are stored, limited by the space in ship

\*Local Inv - The place where items on planet are stored, limited by backpack size.

Local weapon types - follow DnD in classification - 2 types of classification:

\*Range - how far can it damage something

\*\*Short: Any weapon that is close-range comes under this bracket i.e swords

\*\*Medium: Any weapon that has a middle range i.e partially extendable weapns

\*\*Long: Any weapon with long range i.e projectile weapons

>damage type: elemental style - weakness-based - different enemies/weapons used

>>

>>

Stores:Stores for global and local regions

\*Local Stores:

\*\*Accessed by two ways:

\*\*\*Entry into Domain of the shop

\*\*\*Prompt to open shop menu in dialogue (Genshin-esque)

\*\*Able to buy items that go to LOCAL inv

\*Global stores

\*\*accessed by dialogue into prompt to open menu

\*\*Bought items go to GLOBAL inv

\*\*In a special type of shop called Workshops, can upgrade ship.

\*Stores can be supported by a faction - means that at a certain level, receive a faction discount or pay rise due to alignment

\*Prices can also change due to choices made in-game i.e causing a blockage to supply results in more expensive goods

Fine focus: specific details and intragration:

For quests, see the dedicated files

Challenge Domains: Similar to the Domains/Spiral Abyss in Genshin Impact, a special place where player can complete to get items.

Implementation: trigger on planet by entry into place, go into Domain. Store entrance coords to return player to.

Content: Puzzle or Battle or Both

\*Puzzle: Complete a small puzzle to complete

\*Battle: Enemies are summoned, defeat to complete

\*Both: Do a puzzle to spawn enemies, or defeat enemies to unlock puzzle, to complete

On Completion: Get rewards, then auot exit according to entrance used.

Space Challenge: Similar to Challenges in Genshin, a random place where you can complete a one-time event to get a small reward

Implementation: Add as a POI in Star Map, but DELETE after completion (one-time)

Different types: Race or Battle.

\*Race: When started, rings appear that the ship must fly through in a race. When finished, rewards are received

\*Battle: When started, summon enemies. When there are no more enemies present, rewards are received.

Glossary.txt:

Detailed descriptions are listed here.

SPONSORSHIPS:

When in a ship garage, you can choose to equip a livery for a faction. This grants a temporary boost to the faction level that you sponsor, and incrementally earns EXP the more you fly it. But, it can lead to opposing factions to dislike, and prevents entry into closely guarded Places of another faction.

SHIP:

The entity controlled by the player once in space. Stores all the items that the player needs to carry.

EXPERIENCE:

Shortened to EXP, these increase levels that they are associated with, that always grants a bonus.

Some types of EXP include:

World EXP: EXP from completing actions, and is earned either directly or added in the same value as any Faction EXP when that is added. The larger this is, the more famous the character is in the game

Faction EXP: EXP from completing actions for a faction, earned directly. Also contributes to World EXP. Results in bonuses for that faction. The larger this is, the more famous the player is for a faction

Character EXP: EXP from completing actions, and increases the character's traits marginally.

Ways to earn EXP will be listed

PLAYER/CHARACTER/SHIP CONFUSIONS:

The character is the Domain representation of the player, the ship is the Space representation of the player

TRAITS:

An upgradable/unlockable feature of the character or ship

CHARACTER:

The entity controlled by the player in Domains. Can carry items used on journey.

A set of actions and dialogue that a player goes through in order to get a reward/unlock a feature/get EXP.

Can be anything from delivering items across a Domain or a galaxy-spanning coup that player becomes a part of.

The Main Quest is a quest that permeates the length of the game, and introduces the features as a tutorial as they unlock

The Faction Quests are quests that are focused on a single faction, and give rewards linked to that faction only

The Side QUests are quests that are focused on a single Planet/Space Station, and give small rewards.

Ideas.txt:

Anything that would be nice to implement is listed here is a sort of vague detail. Specific descriptions can be crafted in yet another text file called "Glossary.txt". It stores the complete definition for anything

RATES OF MEASURE:

Rotational Speed = degrees/second = how fast the ship rotates

Recharge = points/second = how fast a bar replenishes. Needs to be converted to points/update

Speed = meters/second = how fast player/ship moves. Needs to be converted to pixels/update for character

VARIABLE MEASURING:

name = what it represents

V/M Points = an item's volume/mass, the variable for storage size

AU = Astronomical Distance, distance between two POIs.

Point = Measure of character tracks

EXP = experience on a certain track

Credit = The value of money that the player has to spend on items, enhancements etc.

DOMAINS:

For domains, create the Map on Tiled

Land on space stations or planets and have a character explore this mini world to get/sell resources/upgrades, repair hull, explore as part of a mission or to get valuable goods. Enemies may be found on the surface or as sattelites of the planet.

Land on an inhabited planet by using the spaceports on that planet, and on an uninhabited one you have to first map the planet then pick a suitable spot (preselected choices by map availablity). For a space station, move to an airlock to board, works for both inhabited and uninhabited

Space limited by physical map size, when this would not seem to be the case (exploring), instead turn player back.

CHARACTER:

UI includes bars that account similar to STARBLAST. One for HP, one for energy, one for storage capacity, one for shield. On planet, same bars exist - Health, energy, storage, shield. Energy is spent by exertion on something, and passively regens by not doing an action but can be boosted by items (think stamina bars)

When a key is pressed, storage window pops up with list of items. A similar thing can happen to view stats of craft.

PLAYER:

Like genshin, hp replenished be eating food but also passively over time at a slow rate (hp recharge speed) Also have food that increases traits temporarily, like on Genshin.

The character levels up wit Character EXP by completing actions. On a level-up, all traits of character get a slight boost, and a undifferentiated skill point is earned.

A trait on the character is a way to level up a specific feature, like energy recharge and other attributes.

Skill points can be either forcibly added to a trait after an action is completed as a reward, but an "undifferentiated" skill point can be added to any trait. Adding them to a trait levels up that trait, like the genshin talent system.

This character should also have the same bars as the ship in terms of categories; health, energy, shielding/armour, storage. Thematic is that energy is spent running or exerting, and recharge is resting for a minute. Storage is backpack.

Controls (theorised):

arrows/WASD - move up/left/down/right

Mouse - direction facing (can be different to moving direction as strafing is allowed)

F - interact

Q - fire equipped item

E - fire secondary equipped item (offhand)

Z - open player diagnostic

X - open personal storage manifest

T - open local map

R - open pause overlay (aka "Paimon menu")

SHIP:

Ship is upgradable by buying mods to it that can extend a limit, increase a recharge speed, or temporarily extend a trait.

Upgradable parts also follow trend: possible to upgrade: shield recharge speed, shield size, energy recharge speed, energy capacity, energy points, shuttle speed, shuttle manouverability, storage capacity, projectile strength, projectile range, hull durability, hull max, hull points.

Can buy mods that have A M/V VALUE, which can either upgrade or provide a feature

Like STARBLAST.io, damage can be taken on collision, defined as hull point loss (never less than 0) == velocity perpendicular to surface (so grazing a boulder at fast speed doesn't destroy craft)(remember how entities move by change x + change Y? Use that in order to contruct triangles?) divided by

Controls (theorised):

uparrow/W - acceleration

downarrow/S - deceleration

left/rightarrow or A/D - steer left/right

replacing the above with moused facing can also work.

F - interact once within a radius of an object.

Q - fire equipped item

E - fire secondary equipped item

Z - open ship diagnostics (switch weapons here and install mods too)

X - open storage manifest. Maybe include bars with it?

T - open starmap to choose travel place. Auto-opens near waygate (by keyboard module; remember how it can simulate keypresses? That could fool the code into doing smt)

R - open pause overlay (aka "Paimon menu")

SPACE:

Asteroids are shot down/rammed to mine and resource is added to inventory directly.

Depending on resorce, assign a V/M value to it and purity value. General trend is that if there is more purification of resource, the higher yield of resource on purification.

Possible to reach a boundary as it turns to hostile space, forcing you to turn back (Paimon) or acting as a physical boundary.

When you reach a warpgate, interact to travel to next starsystem. A special key pops up a starsystem if not near a gate, on a gate it pops up automatically to set destination. Pauses game so ship won't fly away.

Interactable spots in space are called Places. A Place can be anything that needs to be interacted with as part of a quest, or optionally interacted for a bonus.

Some Places are called "Planets", or "Space Stations". These Places can never be removed, and are a source of EXP for the player.

Some Places are called "Challenges". These Places are one-time bonuses that are removed on completion, and can task the player to do a race or fight a battle for a reward.

Possible to reach a boundary as it turns to hostile space, forcing you to turn back or acting as a physical boundary. When you reach a warpgate, interact to travel to next starsystem. A special key pops up a starsystem if not near a gate, on a agate it pops up automatically to set destination.

ITEMS:

The ship has a certain number of V/M Points that determines the storage capability. This can be increased with upgrades and mods.

The character also has V/M points by which they can carry items. This can be increased with gear they can wear, character level-up and skill point expenditure.

each item has a V/M value, that takes up storage. All items can be taken to Domains, but certain ones will work only on one.

Some items are classified as "Mods". When stored in the ship, they take up V/M but provide an active or passive bonus.

Raw items have a value known as the "Purity" value. This value represents the precentage of desired resource within the sourced material. When processed, returns that amount of material.

Certain mods may increase raw item purity by getting rid of excess detritus around it.

Some items are classified as "Personnel". They have no effect on the ship (apart from V/M), but are used by the player on the surface.

FACTION POINT SYSTEM:

Not only does a main bar of EXP progress with actions, but (if applicable) is actually contributing to a specific faction. This can increase the player's Faction Level, which if it is higher, you can get more perks with that faction and their associated features.

For example, at a certian level you can get:

Discounts at affiliated stores

Ask for loans

Influence decisions within the faction

Order a coup and become faction leader (only applicable to small factions)

each faction has a "Home" Planet or Space Station. This is where you can pick up the most of that faction EXP, but requires a certain level to access legally (you can also infiltrate it as part of missions?)

You earn EXP from a faction by:

Completing any quest for them (some are small, some are large)

Buying general items from their store

Sponsoring them (i.e changing ship livery to their one, using their loaned items over others)

But you can also lose EXP for a faction by:

Completing a quest for another faction (some may affect greatly, some do not)

Damaging loaned items

Removing sponsorships

So far, two main factions kinda duke it out, and player can join other factions as I find time to add them.

The Industrialists: This faction likes building industry on established planets to turn a profit and provide a stable place for people to live.

The Naturalists: This faction likes exploring, and try to claim new and unique planets to catalogue their special wildlife before it could get damaged.

But there can also be smaller factions (even only localised) that exist, and they may have smaller EXP tracks, they can give nice bonuses.

The Automators: This faction wants to embrace a slothful life, and avidly support the automation of daily processes. Since these systems seem to keep corrupting, no one shares their vision, so they have been limited to a single world to automate.

THE STAR MAP:

The star map will contain all places that can be visited, but block out some on loading of the map as they haven't been discovered yet.

Can be assigned a personal name if the player discovers it, else it defaults to the given name in the map.

Star map lists not distances due to the magnitude of distance, but instead lists energy cost to warp to a new place, or drop out at coordinates they think space is at.

Pay the energy cost from the ship to "warp" at destination

CODING AIDS:

there is a way to convert all these python files into a one-file executable with PyInstaller or Nuitka, that creates a single file for the entire code, and makes it non-specific to repl.it.

preferably, use Nuitka as there are some other cool things you can do with it, like:

-> change the taskbar icon to whatever.ico

-> choose to have separate or single file

But can take up to two hours, so idle it when compiling.

very noice, if it works in repl.it. It should do, it has command prompt.

Things I have discovered on the Python arcade Docs (so I don't need to later)

Examples for:

-> Aiming and shooting bullets as player or NPC

-> Creating a bitmapped explosion on death

-> Ways to control music (in-built, but still like using MusicPlayer)

-> Loading a Tiled map for the domains

-> Using views to create a game over/instruction/pause screens

-> GUI sliders, widgets and buttons to replace the text interface

-> Using a background image (pref for space section to have a starry sky)

-> a whole space game - just copy that

Items.md

In this file, all of the obtainable items will be listed here, as well as the ways to get them and what the different characteristics represent.

ITEM DETAILS

Integrity - The amount of damage able to be withstood before decomission

Efficiency - How much of the input is usefully transferred

Level - The higher the level, the better the item's performance. Increased by combining two items of a lower level.

Effect - The result of using the item. Can be a production, boost or damage

Requires - What is consumed to make the item work. Can be an energy cost, material input or another item's presence.

ITEMS SOURCES

THere are several main ways an item is obtained:

Through chests - found randomly in space

Through looting - Done by interacting with wrecks, defeated enemies.

Through crafting - After obtaining a blueprint, utilise a crafting bench and provide raw materials to synthesize the item.

Through a quest - As a special reward

Through Faction bonus - Faction-exclusive items obtained from related quests

Through mining - Done by interacting with an asteroid with an equipped mining tool.

Some unique items have unique ways to obtain them. THey are listed wher the object is.

ITEM CATEGORISATION

The following items are split into several groups, listed briefly here

MINING: Tools used to extract raw materials from a POI.

REFINING: Tools used to convert an inputted resource into a mroe valuable variant.

WEAPONS: Tools used to cause damage to enemies.

UPGRADES: Items used to boost the performance of the Player, Ship and any vehicles

CORE: Necessary items already on Ship, but cna be replaced with better variants.

GENERIC STAT DISPLAY

First, the name is displayed.

Then, durability

Then, any required items for it to work

Then, what happens when the item is used/activated. Split into two sections: the necessary input to function, and what happens as a result. The effect on this step is declared alongside the efficiency, so the Plyaer knows the utilisation of the item for that action.

Then, a small description about the item as \_flavor text\_

There should be a toggle option to view upgrades added to an item and also reveal the effect those upgrades ahve on the item. FOr example, toggling this on will change 75VM/s to 70VM/s base and 5VM/s from an upgrade

ITEM LIST

MINING TOOLS:

All of these items are utilised to obtain raw minerals from naturally occuring sources.

These will generally be asteroids, but there are also naturally occuring liquids that will require anotehr type of mining item

Each item comes with these characteristics:

Integrity

Efficiency

Rate - Measured in VM/s, how much of the item is yielded.

Level - How many times the item has been upgraded. Done by superimposing the same item on it to level up.

Type - What type of tool is it.

FOr example:

Level, Type - name

Level [level] [name type] Drill

REFINING TOOLS:

All of these items can be switched on to constantly draw energy and convert raw ores or materials into purer forms.

These items don't need to be equipped to the ship (they can work inside the ship), but they require an action to configure what will be refined.

The rate of consumption and production can be increased with upgrades.

Each of these items has the following characteristics:

Integrity - How long it will take to brak under usage

Efficiency - How much of the item is actually working, which results in affecting the rate.

Consumption Rate - how much raw material per second (in VM/s) is needed. This is slightly increased in lower efficiency machines.

Production Rate - How much purified material per second (in VM/s) is made. This is slightly decreased by lower efficiency.

Level - How many times the item has been upgraded. Done by superimposing the same item on it to level up.

Type - What type of tool is it.

Main Quests.txt:

Metadata: The complete dialogues for ALL POSSIBLE MAIN QUESTS will be here.

Key for lines:

"text" - Speech

-text- - feature unlocked

⬇text⬇ - sub quest start

⬆text⬆ - sub quest end

❗text❗ - chapter of quest start/end (says in text)

MAIN QUEST:

This quest needs to be followed in order to unlock the largest rewards, and game effects

After progressing to certain points, unlock other features.

Characters:

[player] - The "protagonist" character

Coarse focus: Principles of each chapter

>Get character, learn controls of movement and controls of fighting against dummies

>Get ship, learn controls of movement and fighting against more dummies

>

Kinda structure:

>Prelude

> Cutscene of getting character

> Character moving tutorial commences

> Head to second area to get

Braindump: ideas that i think would be cool to add.

Dialogues begin...

END DIALOGUE

FACTION QUEST:

One (or more) of these quests can be followed to get large rewards within a faction.

Characters:

[player] - The "protagonist" character

Coarse focus: Principles of each chapter

>Get character, learn controls of movement and controls of fighting against dummies

>Get ship, learn controls of movement and fighting against more dummies

>

Braindump: ideas that i think would be cool to add.

Once player reaches a certain level in a faction, get a quest to infiltrate another faction base! And get access normally to the faction's base...

Planet Quests.txt:

Planet quests: Non-mandatory quests that can be completed to receive rewards, unique items and some lore.

"text" - Speech

-text- - feature unlocked

⬇text⬇ - sub quest start

⬆text⬆ - sub quest end

❗text❗ - chapter of quest start/end (says in text)

Planet 1

Quest 1

Quest #

Characters:

Dialogues

Planet #

...

planet.md

CORE FEATURES:

Decomissioning - when an item has taken so much damage that it is unable to function.

What happens? - The item is converted into the core materials used to carry it, and sent to the storage bay, Any excess has to be jettisoned as decided by the player.

What does it happen on? - Any item that has IP will be abe to.

When does it happen? - When the integrity of an item reaches zero.

Asteroid Plating - Using mined ores as a shield to absorb damage as an optional configuration instead of keeping the resource in a hanger (to retain more of it).

Damage dealt to the ship is converted to mass loss of the shield, but at a lower efficiency than using purchased

RESOURCE UNITS AND MEASURE:

Integrity - The amount of damage an item can withstand before decomissioning.

Units - IP ; Integrity Points. Called HP for the Player and the Ship. This can be decimalised to 2 D.P

What does it apply to? - Any item.

How is it lost? - When an item is used, or when it is damaged under enemy weapons.

Scale of damage - For using an item, it can be very small. For example, a drill bit could lost 0.1IP/s and be very strong, yet this means that it will still take damage.

Damage - THe amount of loss of integrity on effect on collision

Damage is caused by several sources and can be in several types of damage.

Damage usually comes in two magnitudes: a large magnitude in weapons and explosions and small in usage durability loss (i.e drill bit usage)

The different types of damage

Damage types:

Electric - electric beam interaction. Usually from equipment malfunction.

Aether - Interaction with exotic matter. Usually from high-end weapons and bombs.

Physical - direct collision between objects. Usually from bullets and swords.

Shockwave - Sound wave interaction. Usually from explosions. Is nullified in space.

Thermal - Heat interaction. Usually from solar flares.

Damage sources:

Item usage - small physical damage according to the item.

Enemy weapons - various types, see the full list in the "Items.md"

Efficiency - How uselfully an item can convert input to output.

Units - %, Percentage.

How does it affect? - Multiply final result by Efficiency to get the true value.

What has Efficiency? - Any useable item.

Key features:

Efficiency can be increased by upgrades to the item, buying a more efficient item, consuming efficiency-boosting items (for the Player)

Efficiency can be decreased by IP, System Effects

Efficiency can never go below 0, but can exceed 100.

Storage Size Classification - The value used to measure how much storage is taken up or be able to be stored by an item.

How units are displayed - V/M, Volume/Mass, Volume to the left of the / and Mass to the right of it

Why like this? - Allows for custom amount of ore to be mined.

Details:

When a vehicle modification is purchased, it's added to the vehicle if possible so the volume component can be ignored.

Warp - The resource of motion generated from engines. The specific disturbance in the spacetime field causes a

If it is not currently stored, will immediately convert to velocity. This is problematic for trying to Warp, which is why a storage method is ne

implications:

Warp containers can be bought and charged up by an engine, to give an extra boost in speed.

If large enough, the Ship will be able to Warp from any location, as it will be able to hold enough Warp to mobilise

Energy - A resource spent under exertion.

Key features:

Has a slow base recharge rate (i.e catching breath), but can be modified by upgrades and temporary effects.

Can also be rapidly increased as a one-off by food consumption for player, and energy cells for the Ship

Energy is spent at different rates according to item or action.

SPACE DETAILS:

System Effects - Any attributes a system has that alters certain processes.

These can be anything unique in a system that would logically impede an action. For example, gravity would alter Travel.

Specific effects of a Feature or Domain are classed as Feature- or Domain-specific, but can be influenced by this

Feature Effects - Any attributes of a System Feature that would logically impede an action

For example, an asteriod being harder to mine as there is a net over it.

They are randomly generating, but the probability can be increased by the System Effects.

ITEMS THAT CAN BE BOUGHT:

FOR THE SHIP

Engine - The item that allows travel between systems. Creates Warp, that can be spent as motion if unable to be stored

Different engines create different amounts of Warp as different rates, so a good spaceship will have one for sub-space travel and one for Warping.

Engine Attributes:

Integrity - IP

Efficiency - %

Warp Rate - Wa/s

Plating - additional upgrades that can be bought to increase HP by absorbing hits.

It works by damaging the plating instead of the hull in a more efficient way than using asteroid covering.

Attributes:

Integrity - IP

Efficiency - %

CORE ACTIONS - MECHANIC DIVULGE

Warp - Move from one star system to another by crossing interstellar space.

Key features:

Cost a huge amount of Warp

Cost of travel can be reduced by using a WarpGate, that provides Warp in a certain direction

COst of trave can be increased with a reducing efficiency of engine, or attributes that the Ship may experience (i.e gravity)

Travel - Move around a system without leaving.

Costs a small amount of Warp to sustain velocity.

Warp converts to velocity.

Equip - Move a working item from storage to the appropiate slot that it goes in.

Key features:

If there is another item there, put up a comparison window between the equipped and the chosen item to compare stats. If the originally equipped item is picked, nothing happens. If the new item is picked, move the previously equipped item to storage and the newly equipped item to the slot.

Unequip - Move an item from a slot to storage.

This may be required of some weapons in some zones (i.e no electric arcs in argon gas) or by some factions (different rules)

This automatically happens when replacing an equipped item with another, or through decomissioning.

THE DISPLAY

Markers - Highlights points of interest in a star system.

For some POI, the marker will always be displayed (i.e star), and some need to be discovered by radar

Key features:

Every interactable object has a marker, but small items (i.e chests) need to be discovered. This is done by flying near enough to be within radar range, which then revels the marker permanently until that object is of no use.

The star(s) will have two markers. One records how close the player is to the safe limit, before their ship will take solar damage. This marker does get modified if equipment to protect the ship from solar damage is installed. The second marker is the boundary of the sun, which is instant death. This marker is only revealed if the ship enters the solar damage ring.

System 1: [origin system]

Description: A small system at the penninsula of the Galactic Web. There lies a healthy star covered by a Dyson sphere, as part of a scientists's scheme - who lives in a space station nearby - to harness the energy to form matter.

Actions: Warp

Description: The isolated nature of [system name] makes travel to other systems cost more.

Effect: Travel cost increase

Domains: [space station1]

Description: The residence of Dr [idk for now] , who seeks to create matter from the energy of a star.

Actions: Visit/Explore

Description: Curious about the state of the star system, you venture to ask about what happened.

Features: [Dyson Sphere]

Description: A collection of satellites that trap most of the light of the star.

Actions: Tap energy

Description: By directly siphoning electricity from this stellar grid, all power sources are replenished. THe insulative nature of the sattelites protects your vehicle as you charge.

Effect: Fill energy meter.