Posts Tagged ‘design’

Trekwar cargo system

Sunday, March 7th, 2010

Today I mostly finished the Trekwar Cargo system, so now it’s possible to collect resources and bring them back to your starsystems.

Also included 4 images from the design and implementation of the UI:

Read full devblog post at trekwar.org

The need for speed

Saturday, February 7th, 2009

I finally got around to implement the new ship system for the Trekwar game.

Ships are no longer static objects with fixed attributes (weapon, shields, armor, etc..).

All ships are no based on a specific hull, which has some base armor and crap, + X number of slots you can put equiptment in. Below is the starting ship of all factions in the game:
trekwar_slots
If you noticed that this is the design of a Maquis raider, give yourself a cookie!

I got lot of Starship components to add, and so far I’ve just added ‘Warp Core’, ‘Colonization module’, ‘armor’, ‘beam emitters’ (phasers) and ‘Shield emitters’.

One new thing I implemented today was ship speeds. Unlike in Civilizzation / Birth of the Federation, where units can only move 1 or 2 tiles each turn. Ships in Trekwar can have a speed of 1.0 (which lets it always move 1 tile each turn) or 0.7 like the colonization ship in the screenshot below:

trekwar_race1

The upper most ship is a scoutship with a speed of 1.0

The lower ship is a colonization ship with a speed of 0.7, that means when it starts moving it will generate 0.7 movement points.. this is not enough to move a full tile. The next turn it generates 0.7 more and then gets 1.4 movement points.. It can the move 1 tile, and has 0.4 movement points “to spare”.. On the third turn in this example it gets 1.1 movement points and can move again..

Ships with a speed below 1.0 will occationally “miss” a movement while moving a distance.  Ships with speeds greater than 1.0 will occationally move 2 (or maybe even 3) tiles in a single turn.

Trekwar GUI updates

Tuesday, February 3rd, 2009

Recently much of my spare time programming has gone to giving the Trekwar client a graphical overhaul.

Now I’ve managed to get most of what I broke, working again (Research and Starsystem Control), and I’ve added a glasspane that shows up and prevents the clicking of buttons (and thus creating a weird state of the client) while each tick is being processed by the server.

trekwar_feb09_01
Currently the test galaxy is 100×100 tiles and takes about 0.5 seconds to load to client

trekwar_feb09_02

Unlike the previous version of the game, it is now possible to have many windows active on top of the actual game map.
The system box (far left of the screen) has been changed to display more information, and next up is a complete redesign of the fleet box.

But before making the new fleet box and fleet management system, I’ll have to do some major rewrite of the internal ship system and logic, to support user created ship classes.

I’m looking forward to 8-10 hours of pure java and logic.. There is only so much Swing a man can take :)

The path we choose

Wednesday, January 28th, 2009

Recently I’ve been continuing on my Star trek game, and doing part 2 of the GUI updates, I have to fix up the research view, as it was broken by the new UI.

I also made a new starship path system, and optimized some slow stuff in the drawMap() function

trekwar_path_old
old design – aka: stupid dot system

trekwar_path_new
new design – aka: ehm.. yellow lines?

After making the research view work again, it’s time to port the old starsystem administration UI into the new design. Followed by the new shipdesigner feature.

New Trekwar GUI

Saturday, November 8th, 2008

Since I fixed that annoying memory leak, I’ve been working on updating the graphical client of the trekwar game. Instead of having the map as a own internal window, the map is now always shown. I also made a new menu in Photoshop (thank Thor for photoshop tutorials ;) )

old screenshot ( 0.2.X )

new screenshot (0.3.1)

Next up is implementing the new Shipdesigner system.

Bye bye memoryleak

Monday, November 3rd, 2008

I finally got rid of that stupid memory leak in the Star Trek game I’m working on. It turns out when I optimized the use of JLabels I forgot about the action listeners, so the reference to the local copy of the game map was never removed from memory.

With a map update every 35 seconds, the client would go out of memory (200 MB) in 15 minutes, in where around 270’000 action listeners where in memory.

Memory leak

Now however the game can run smoothly for days:
NO memory leak :)

Currently I’m working on a major overhaul of the GUI, and the game looks much better now. I’m gonna release the new screenshots when I get the client stable again and re-integrate the map window in a new way (soon) :)

Trekwar shipdesigner

Monday, October 13th, 2008

I recently had a good idea for my Star Trek game, this would also solve the problem with some factions having very few ships designs, and might even allow me to add more factions (Ferengi, Dominion, Kazon, borg?), seeing that finding and balancing enough ship classes for each faction was the biggest problem with adding more factions.

It might even make it possible to add some more exotic factions (Xindi, Gorn, Breen, Son’a, Tholian, Vidiian, Hirogen, Tzenkethi or maybe even the Terran Empire :)

Instead of just having 4-5 static ship classes where all ships made of this class are identical, one could have a little star ship designer where you fit a hull with the components you want (warp drive, impulse drive, phasers, torpedo launchers, sensors, fusion reactors, shield emitters, armor, cloaking devices, troop transports, colonization and terraforming tools).

This means I will have to do some re-designing the next time I have time to work on the game (wont be that much, only implemented 2 ship classes so far) :)

According to my superior mspaint skills, the interface will look like this: