﻿id	summary	reporter	owner	description	type	status	priority	milestone	component	version	resolution	keywords	cc	i_links	o_links
163	Ship Weapon System Configuration	patrick	bensch	"= Intro =
In the game the player will be able to assign power to each ship system: weapons, shields, engine. This should be possible with a nice gui that helps the player configure his/her ship. This could look like the ""fitting"" process from [http://www.eve-online.com/ eve online]: [[br]]
http://www.eve-online.com/bitmaps/guide/ch07_skillguide_clip_image004.jpg [[br]]
[[br]]
But we would prefere a slot based system: each ship defines slots where weapons can be plugged in. Big ships have more slots than small ships. For each slot the player will assign a weapon and how much power from the reactor should be assigned to this weapon system (do this eg. with a slider/scroll bar/ buttons). The more power a weapon gets, the more fire power it will have. 


= Goals =
 * make a gui that helps the player assign weapons and power to ship slots

= Information Gathering =
 * check out the orxonox gui interface [https://dev.orxonox.net/browser/trunk/src/lib/gui/gl gl-gui]
 * check out some examples of how such guis are built (look at the main gui)
 * look for other guis in other games

= Implementation =
 1. find out which buttons and other funcional elements are used to configure the ship (eg: picture of the weapon, picture of the ship with its slots, etc.)
 1. what functionality of the gui framework do you expect to implement this (buttons, text panels, image panels, ...)
 1. draw some examples: look how they should look like and where you would place the elements defined previously
 1. do some test with the gui framework: create some buttons, some image panes etc.
 1. create a prototype of the shop with the gui (all functionality with a minimum of graphics)
 1. test the prototype
 1. now concentrate on style: fill your prototype with nice looking graphics
"	task	reopened	critical	Old Orxonox tickets orx-v0	GUI						
