Stellar Trader Overview
Concept
You have inherited a transport ship and a small cargo depot along with a paltry amount of money.
You must use your inheritence and wits to build a shipping and manufacturing empire.
Features
- Fully modeled solar systems, where planets and moons travel through their orbits as you play. Since ships
consume fuel and must use sub-lightspeed drives when travelling within a solar system, penny-pinching can
include waiting for the opportune time to send a ship between solar bodies.
- Anyone can transport goods in-system, but you must acquire special ships and permits to traverse the slipknots
between solar systems.
- When your reputation and influence on a planet or moon has grown, you may build factories, mines, and refineries.
- When your status within a system is sufficent, you can purcahse the permits required to build space stations and
other features.
Links
- Homepage at Infinities-Within.net
- Project Tracking at Pivotal Tracker
- Github Repository
- Twitter Feed
Development Plan
Phase One
- Develop items and markets. Items hold base values and production requirements. Markets hold quantities and adjust
price based on supply.
- Develop populations. Populations have personality, which determines how quickly they consume different items
from their market, thus influencing supply.
- Develop a basic, forms-based UI.
Phase Two
- Add stellar bodies. Bodies have parents (the body they orbit) and orbital parameters defining their motion. Bodies
are associated with a market, providing distance between markets that will vary over time.
- Add trade vessels with speed, fuel capacity, and cargo capacity. Phase two vessels will travel in a straight line
toward their destination, altering course as the destination moves.
- Add demand modelling to markets. Adjust prices based on population personality, with higher demand items becoming
more expensive until the market is saturated.
Phase Three
- Add production facilities which can produce items if their requirements are available in the market.
- Track production cost of items based on the price of the required items at time of production.
- Upgrade UI to basic graphics.
Phase Four
- Add computer-controlled traders.
- Add market events that will alter demand for goods.
- Allow markets to alter demand based on distance to closest in-system source of items. (I.e., Solar Panels are
cheaper when the moon that manufactures them is in perigee.)
Phase Five
- Add computer-controlled pirates and raiders.
- Add custom-fitting of vessels to alter characteristics, add weapons, shielding, etc.
Phase Six
- Add reputation system, allowing players to perform actions to improve their reputation with a market.
- Add player-constructed production facilities.
- Possible UI improvements: 3d graphics, etc.
Phase Seven
- Add solar systems, and incorporate systems into repuation logic.
- Add slipknot drives as customizable feature of vessels. Incorporate inter-system travel into computer-controlled
traders.
Phase Eight
- Investigate multiplayer support with local or remote servers.
- Investigate web-based UI.
Phase ???
- Profit? :)