DarkTrader
Who remembers the 1980's space trading game Elite? And the 16-bit sequal Elite 2: Frontier? I've been a fan since I was a kid, and still find myself playing Elite Plus now and then. Originally this game was going to be a remake, however while it's going to be along simular lines, I'm not setting this in that universe.
Because all my other projects have been open source up to this point I should say quickly that this one won't be. It's my own personal project and I won't be accepting help from anyone.
Anyway the bit people want, the first offical screenshot of the game engine in action, you will see Elite ships, which I am using for a basis, however this will be changing very soon and I'll be dumping any elite models, and producing my own. This will of cause take time, so I'll continue to use these ships as place holders.
I am using Billboarded planets and suns rather than full 3D, but stations, missles, and other objects will all be in low poly 3D.
The HUD doesn't work yet, but the ship flys, soon it will fight.
The flight engine is closer to Elite then froniter in design, jump drive, and an x-wing style flight engine.
I've also been generating a trade system, because lets face it, it's not much of a space trading game without a way of generating stockmarket prices.
I'm developing is along side the graphical engine as a text system, so I can quickly and easily test it.
The lastest addition to the project, is the 3D graphical representation of the galaxy, which has also just been converted over to the eXtends plugin.
Updates
Text Based Trade and Galaxy System Build 002 - 235 lines of code
http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=957301
Changes:
Starchart Build 001 - 1st Auguest 2006 - 209 lines of code
http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=957768
Star data converted into graphical representation
camera controlled with arrowkeys
stalks added.
Random name is number based.
* If pressing escape doensn't work first time, try again, there's alot of loops in the programming and I've yet to add an escape key function *
Build 002 - 1st Auguest 2006
Seed based price generation for shipyard equipment upgrades.
Build 001 - 31st July 2006
Seed based price generation for general stock market
Lastest Version of game is Build 003
http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=956659
What Has Changed?
Build 003 - 248 lines of code - 31st July 2006
Version Numbering system changed to builds:
Music Added
Volume Control Added
Q and W adjust volume
Updated the demo - v1.1 - 30th July 2006
, or < slows down
. or > speeds up
J activates jump drive
Arrow keys steer
Added labels to planets, made planets closer.
Added Planet and Sun collision data
Added Speed indicator
Added Angle indicator
Original Goals
mixed variant of elite and frontier.
[Center]Design notes[/Center]
I am in the process of redesigning my whole approch, while it will be very simular there will be key differences. For instance I am replacing the Elite stock market, ship names and models, equipment, solar system names, tech levels, discriptions, and other features.
The types of solar system will be as follows.
256 Tech level 4, Advanced shipyards, advanced research world,
512 Tech level 3, university research world, commerical shipyards.
1024 Tech level 2, advanced industry, Advanced farming, poor college world, open source ship building world.
2048 Tech level 1, advanced mining, industrial, Anarcy, farm world
4096 Tech level 0, mining, poor industrial, Anarcy, poor farm
Advanced shipyards:
Will give access to the full range of technology and ships. It will pay extra for computers, robots, manufacturing equipment, explosives, chemicals, Synthetic food stuffs, and organic food stuffs, light metals, heavy metals, and alloys.
Advanced Research world:
Will give access to experimental and rare equipment, only which will be generated randomly, so you won't get everything on the first visit. Will pay extra for computers, robots, manufacturing equipment, explosives, chemicals, Synthetic food stuffs, and organic food stuffs, light metals, heavy metals, and alloys.
Will pay extra for old scrap cruisers and ships foe the students to experiment with.
University Research World:
Sells the occasional peice of advanced equipment, will pay extra for computers, robots, manufacturing equipment, explosives, chemicals, Synthetic food stuffs, and organic food stuffs, light metals, heavy metals, and alloys.
Commerical Shipyards:
Sells standard ships and standard equipment, will pay extra for computers, robots, manufacturing equipment, explosives, chemicals, Synthetic food stuffs, and organic food stuffs, light metals, heavy metals, and alloys.
Advanced Industry:
Produces alloys, light metals, fuel, heavy weapons, hand weapons, explosives, Synthetic food stuffs, Oxygen, life support systems, mining equipment, farm equipment, chemicals, manufacturing equipment, Computers, and Robots.
Will pay extra for minirals, raw ore, precious metals, gem stones, raw gases, rare eliments, Organic food stuffs.
Advanced farming:
Produces grain, fruit and veg, live stock, animal produce,
Poor college world:
Open Source Shipyard:
Advanced Mining:
Industrial:
Anarcy:
Farm World:
Produces Grain, fruit and veg, organic food stuffs.
Mining:
Sells Ore, precious metals, gem stones, gasses, rare eliments.
Pays extra for life support, oxygen, food stuffs.
Poor Industrial:
Produces life support, oxygen, fuel, computers and robots.
Pays slightly extra for raw ore, alloys, manufacturing equipment.
Anarcy:
Sells nothing, great place for bounty hunting, both sides will pay you to kill the enemy.
Pays extra for heavy, and hand weapons, explosives and fuel.
Poor Farm:
Sells Grain.
Pays slightly more for farm machinary.
10 reasons why I am the best, ummm, errrr, der, thingie, whatsit, dodawassit, whatsitsname, thingamebob, sqwigglything, and the ability to talk nonsense, while being sure I'm right.