Changes in SeafaringImplementation
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more data
Revision Differences of Revision 2
### Related links ¶¶
* Forum discussion: <http://wl.widelands.org/forum/topic/###/> ¶
* Launchpad blueprint: <https://blueprints.launchpad.net/widelands/+spec/ships> ¶
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## General Idea ¶
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This blueprint is meant to provide a step by step implementation guideline for: ¶
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1) Shipyard buildings ¶
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1b) Workers of the shipyard building -> production programs ¶
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2) Ships ¶
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* What type of map object is this? ¶
* What should it be able to do? ¶
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3) Habours ¶
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* What building type (child of warehouse ? ) ¶
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4) Expedition and building of new settlements ¶
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* How to handle? ¶
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5) Things yet to be discussed: ¶
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* do we want to have small rowboats as "water streets" like in settlers 2 ¶
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### Shipyard buildings ¶
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The shipyard should be a medium sized production site building. It should get occupied by a **shipwright**. It should have resource slots for wood/planks and cloth. ¶
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The work program of the building should send the shipwright out to build a ship. ¶
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(for point 5): should it produce of rawboats? And if yes, with a switch button to either build rawboats or ships? ) ¶
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### Worker shipwright