I haven’t had much time working on Trekwar lately, but I’ve recently made a prototype of the sensor system:
I’ll have to add this, as well as fog of war when I’m done with the fleet management tools which are almost ready.
I haven’t had much time working on Trekwar lately, but I’ve recently made a prototype of the sensor system:
I’ll have to add this, as well as fog of war when I’m done with the fleet management tools which are almost ready.
Yay, tomorrow Star Trek Online goes into open beta ![]()

I’ve played around a bit in the closed beta, and so far I’m impressed, the space combat is fun and action packed, and the Ground combat is a bit like World of Warcraft, only more action, more interesting quests (no grinding, while waiting for drops) and the Fleet actions (Large open instances) were pretty awesome

I’ll miss my Andorian captain, who was wiped with all the other closed beta characters today:(
After years of following the development, Star Trek Online is finally in closed beta, and the game is on track for a early 2010 release
The cryptic character creator will allow you to invent new species for the game, and I might go for something like this:

Or if that is not possible my character will be Andorian (assuming this fits well with a tactical/dps character). I’m in the “guild” called “12th fleet”, and we are now the second largest guild on the STO forum. So if you want to play with the pro’s, head over to http://www.12th-fleet.com
I decided to add Deuterium as a resource in Trekwar, it can be collected from nebulas or by owning star systems that have gas giants in them. Ships also now need deuterium to move, and can run out of gas if you don’t plan your logistics.

Deuterium and maintenance has been added to the menu bar, and fuel to the temporary fleet box
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.

Currently the test galaxy is 100×100 tiles and takes about 0.5 seconds to load to client
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
I’ve had this post as a Draft ever since I came back from Austria (which is a weird-ass country by the way), mainly due to the fact that I managed to change ssh port on my server without changing the firewall
So I finally connected a keyboard and screen and set everything up the way they was, which meant I could commit the changes I did to the Trekwar game to the server, and get them on this computer and grab some screen shots.
Friday
It is now possible to move your fleets around the map, Client allows you to press the tile the fleet should move to and then tells the server to move the ships.
Saturyday
Fixed a bug where the local copy of the move orders where not updated properly, implemented the starsystem controll window:

Sunday
Implemented build orders, now possible to build structures on planets. Queue not implemented yet.
Airplane
On the airplane back home I implemented the asteroid belts (high-altitude programming is fun).
Notice the beautiful asteroids drawn in mspaint on my laptop’s touch pad