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
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
So, beta is over, and I’ve made it to Commander level (not had much time to play). So far the game is pretty fun, but I’ll reserve judgment until I’ve hit endgame.
So meanwhile I’ll post my two favorite bugs from the beta:
Ground avatar in space instead of spaceship
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and of course.. The eyes popping out while doing the dance emote ![]()

A couple of days ago a pilot for a proposed tv series called ‘Virtuality’ was aired. The guy behind it is no other than Ronald D. More best known for his work on Star Trek and being the genius behind the new Battlestar Galactica series.
The show is about mankinds first voyage outside the solar system to search for life on a distant planet (a 10 year trip). The ship called the phaeton is equipped with a complex virtual reality system, which should prevent the crew from going insane by being stuck 10 years in a metal tube
The pilot was very good, and I would LOVE to watch more, unfortunately Fox has not ordered any more episodes, but perhaps if enough people get interested, that will change.
If you live in the US you can watch the pilot at Hulu:
http://www.hulu.com/virtuality
otherwise you might want to check out:
http://www.btjunkie.org
fan support page:
http://virtuality-tv.info/Renewal/
facebook page:
http://www.facebook.com/pages/Virtuality/79071714541
Last night I saw the new Star Trek movie, I’ve seen all the episodes of all the shows between 2-7 times each, so of course I need to watch this movie to..
Remembering how much Nemesis sucked, I was determined to have no expectations to the movie, just in case it turned out to be crap. But around 1 week ago I got to see like 25 minutes of the movie while at Fedcon, and then I got pretty exited, it looked really good and funny.
Unfortunately those 25 minutes contained everything that was good in the movie, and the rest 1.5 hours SUCKED.
I really hate the new Star Trek movie, it is by far the worst Star Trek movie (that includes such travesties as Star Trek 3, 5 and Nemesis).
The movie has NO Star Trek feeling over it what so ever.. The Movie is BORING and the plot is semi-retarded.
The movie is a Bland Cookie cutter action movie dressed up like Trek.
Note (I’m not a grumpy old guy who only likes TOS, and says there can be NO action in Star Trek).. I really LOVE TNG/DS9/VOY/ENT and First contact, Battlestar, Stargate, and those have lots of action (but not mindless action with poor plots)
PS
There are lots of other good reasons why the movie sucks in the comments to this post. I especially liked Ben’s comparison of the movie to The Wrath Of Khan
Easter is almost over, and I used most of the time to complete the Trekwar shipdesigner, and set up lots of hulls for it.. I also created a chat system for the game.
I was planning to implement the ship actions, like colonization and ship combat this easter. But I think I’ll work on the Starsystem management system instead, as I redesigned it heavily this easter.
Almost done for the Trekwar shipdesigner which allows you to custom fit your star ships with available components.
The word speedboat has obviously lost it’s meaning.. I guess the same could be said for “mothership”:

source: vg.no (norweian newspaper)
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
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:

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:
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.
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