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
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
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 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

old design – aka: stupid dot system

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.
The last week I have been finishing up the online registration system for Nidarosilder, a local ferret show here in Trondheim that we are attending in early September.

The system runs on jsp and postgresql and allows user to register, then they receive a password they use to log in. When logged in they enter their name and other info, and can add up to 20 ferrets. Also my friend Anne who organizes the show has a admin page where she can see all users/ferrets, and sorted displays to make it easier to set up the different classes for the show.
Seeing that the ferret system was ready thursday, I got to spend most of this long weekend (Dont have to work monday 12th because of some religion thingy) on my Startrek game.
I debugged the Research system, and had some problems with the object serialization between the server and the client (ObjectOutputStream.writeUnshared() only writes the ROOT object unshared.. I learned that the hard way). I also made the client show a counter that counts to next game turn, a animation that shows while downloading map data, I implemented the Order system, and now it is possible to move a starship.
Below you can see a federation fleet moving to sector 3:7 (the yellow dots show the path)
Thursday 22. I will be going to Austria with the people from work, so maybe then I will have the time to implement the build system when there =)