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Author Topic: Trekwar news & screenshots  (Read 11901 times)

Offline klogd

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Re: Trekwar news & screenshots
« Reply #20 on: 01 April 2009 11:39 AM »
In the game as it is now, each starsystem has a number of maximum buildings and the planets does not have anything to do with buildings (except that each planet's max structures adds to the max structures in the starsystem).

The number of max structures have so far been around 100-160. which is a lot of micromanagement. and completely filling the planet with structures would take around 1000-2000 turns. So I've started some changes to the build/starsystem aspect of the game.

1. The max number of buildings will now be around 40-60.
2. Buildings will be a bit cheaper (quicker to build)
3. You now have to manually place buildings on a planet in the starsystem (see screenshot).
4. The amount of structures/ships you can have in your build queue is your current level of construction tech + 1.
5. Some structures (wind turbines, magma plants, aquatic farm, etc..) will now be placeable on the appropriate planet
6. I will try and add more buildings that are gained trough research.

Here is how the layout for the new starsystem control will look:


Build queue in upper left corner,  Scrollable list of planets with maps where you can build structures in lower left corner.
List of structures you can drag and drop into the planet map.. you can also drag starships from the list of starships to the spacedock to add it to the build queue..

As you can see from the screenshot, A terran planet can hold 12 structures, A barren can have 6, and an artic planet can have 2



I also tested the game on a 6 year old laptop and estimate the game requirements to be:

* Any OS with java support (windows xp/vista/7, linux, mac, bsd, solaris, etc..)
* at least 256 mb memory (for the game)
* Works ok on a pentium celeron 1.6 ghz
* AT LEAST 1280x768 resolution
*Mouse, keyboard and monitor :)

Also, thank to everyone who answered the poll about the minimap, and if you didnt, please go to www.trekwar.org and vote in the poll on the front page :)

I also started a trekwar group on facebook (and now I feel kinda dirty), the group is called "Trekwar game", feel free to join.. I'll share the newest screenshots and videos between this thread on hailingfrequency and the facebook group, before they go on the main website :)

facebook group: http://www.facebook.com/group.php?gid=162899630640
« Last Edit: 01 April 2009 01:47 PM by klogd »
In space, all warriors are cold warriors :)

Offline klogd

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Re: Trekwar news & screenshots
« Reply #21 on: 08 April 2009 02:31 PM »
Easter update 1

Research
The research window now shows ship hulls you will gain from research, and is now ready for alpha/beta testing.
View the reserach guide on the trekwar wiki: http://www.trekwar.org/wiki/Wiki.jsp?page=Research

ShipDesigner
The Shipdesigner window will now allow you to create new designs, update existing designs and delete old designs, ready for alpha.

Audio
Music has been added to the game, sound effects have been added on some but not all events.

Social
Chat system has been implemented and is ready for testing. I probably wont add email in time for alpha, but focus more on gameplay.


Hulls
Added the 3 civilian freighters, as well as adding all the federation, klingon and romulan hulls
(PS: If you are good at vector drawing or making ship schematics, I would REALLY love a schematic of the klingon raptor ship, white background black lines).



Up next
Im hoping to start/finish the following stuff before my easter vacation is over:
  • Add dominion ships
  • Implement the order system
  • Make colonization work
  • add more components
  • Implement some sort of cargo system (mainly for freighter ships)
  • Implement ship combat
  • Start reimplementing the star system control system
« Last Edit: 08 April 2009 06:18 PM by klogd »
In space, all warriors are cold warriors :)


Offline klogd

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Re: Trekwar news & screenshots
« Reply #22 on: 10 April 2009 04:12 PM »
Currently working on the new redesigned Starsystem management system.. Also had a little idea of scattering some missions across the galaxy at startup (or making 1 new mission in random location every X number of turns)..

Missions would be like the little huts in Civilization where you can get a unit, tech or a horde of barbarians, but a little more advanced:



Each action (for example "Help" would have a certain chance of being successful, "Help" in this mission would depend on the level of biotechnology for the user, and if the fleet/ship doing the mission has a sickbay component installed.


If successful each of the rewards (get a component, gain research points, crew experience) would have a chance to happen, probably one of them.. maybe none, or maybe all :)

If the mission fails, likewise the user has a chance to suffer every one of the penalties.


Would this feature be welcomed? or would it be kinda weird in a strategy game?
In space, all warriors are cold warriors :)

Offline Jatal Khyron

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Re: Trekwar news & screenshots
« Reply #23 on: 10 April 2009 11:11 PM »
I would enjoy such spontaneous things like that, also allowing the player to better mold their ship and crew their way, IMO.

Offline klogd

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Re: Trekwar news & screenshots
« Reply #24 on: 13 April 2009 01:46 PM »
Easter update 2

Rewrote all of the star system management and structure handling, will now be possible to get new structures from tech (better research labs, special structures, etc..). And structures are now placed on slots on planets in systems, instead of just being tied directly to a system.

now I have to do a couple of tedious jobs to do :(
-Add all the slot mappings for ALL the slots on ALL the ships.. that is around 300 sets of X-Y coordinates :(

-Find and add 3 sizes of real life images for all ships (not just schematics)

-Find and add 2 sizes of images for all the structures.


After than nightmare I can start getting ships to do more interesting things than just Move :)


The new Starsystem Control Window, almost done, missing images/descriptions/stats for selected ship/structure:

In space, all warriors are cold warriors :)

Offline klogd

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Re: Trekwar news & screenshots
« Reply #25 on: 14 July 2009 06:10 PM »
Minimap, this is what the minimap I hacked together today looks like, on the screenshots the size of the circles are determined by starsystem population.
In space, all warriors are cold warriors :)


Offline Zach

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Re: Trekwar news & screenshots
« Reply #26 on: 14 July 2009 08:29 PM »
Wow Cool! More!

Offline klogd

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Re: Trekwar news & screenshots
« Reply #27 on: 15 October 2009 03:13 PM »
A little update

Haven't had much time working on the game lately, but I've finished (it's working and ready for alpha testing) the Starsystem Control Window (where you manage your starsystems).



I had some doubts, but now It looks like alpha will take place this year (near christmas).

Next things to do
  • Implement ship actions (fighting, colonizing, mining, etc..)
  • Add a user interface/window for controlling your fleets
  • Implement the Sensor system
  • Add content (ships, components, structures, etc..)
In space, all warriors are cold warriors :)

Offline BLZBUB

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Re: Trekwar news & screenshots
« Reply #28 on: 15 October 2009 08:07 PM »
 Seems to be coming along nicely Klogd...it looks fantastic! Keep up the nice work.
Fleet Admiral BLZBUB,
Fleet Commanding Officer,
Lotus Fleet

Offline klogd

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Re: Trekwar news & screenshots
« Reply #29 on: 29 October 2009 08:48 PM »
*phew* Now it's possible to colonize systems, now I'm working on redesigning the "fleet box" which is the GUI part used to control your fleets/ships.


After that It's going to be combat wombat FOR THE WIN!
In space, all warriors are cold warriors :)