
star-trek-kg
A modern, C# Code rewrite of the original 1971 Star Trek game by Mike Mayfield, with additional features... :)
(Well that's not true.. its a rewrite of a rewrite done by Michael Birken in 2008. Here's that game: http://www.codeproject.com/Articles/28228/Star-Trek-1971-Text-Game )
There's still some bugs to be worked out.. please be patient, (or make a bug report on the issues tab.. or download the code and find the bug yourself! :) )
This is a labor of love, really, as there is no sane point to taking a very, very old piece of BASIC code, making it Object-Oriented, Unit-testable, and abstracting out all the concepts, other than the desire to see it in another code form, and to have all the features I wanted it to have back in 1986..
Latest:
- Shooting Starbases has consequences (Hostile Federation ships will show up and totally change the dynamic of the game.)
- Damage control subsystem added. Player can effect an emergency fix in the heat of battle
- Hostile ships will now taunt you. new "tlm" command to translate Klingon taunts.
- Player will now automatically scavenge photons and energy from destroyed ship debris
- Shields now auto-raise when in combat area
- All ships now indicate their faction on their SRS indicator
- bugfix: Starbases should no longer show up in nebulae.
<--------- See "Links" section for downloads..
However, there is now both a debug mode and config file for the application so that users can tweak the experience, such as visuals, names of objects, ship settings, various balance points, etc..
https://star-trek-kg.googlecode.com/svn/wiki/StarTrekKGNebula.PNG'>https://star-trek-kg.googlecode.com/svn/wiki/StarTrekKGNebula.PNG
https://star-trek-kg.googlecode.com/svn/wiki/Sussex.png' />
https://star-trek-kg.googlecode.com/svn/wiki/saladinStart.PNG'>https://star-trek-kg.googlecode.com/svn/wiki/saladinStart.PNG
Subsequent versions will have additional concepts that evolved during the abstraction of this conversion.
(The game will always be text, and turn-based, like it is now, with the ability to save and print all interactions)
Planned NEW features:
- Warp to specific Quadrant (by Name)
- Ship Types of bad guys will be visible in SRS (such as cruiser, heavy Cruiser, etc)
- Various new ship types will be able to take multiple photon hits. More Danger!
- More Factions to fight besides klingons!
- Alliances can be made with various factions
- LRS Scans will age
- "Scan Ship" subsystem, to find out various bits of information about specific enemy ship
- Powerups! (more crap can be found floating in space)
- Command Line interface updated to support subcommands on single line like Windows allows
- Larger Galactic Map
- Larger Sectors
- Enemy ships will have subsystems, and those can be damaged
- Vessels can be boarded.. (simple actions)
- Ships' computers can be hacked, so that combat logs can be read, subsystems deactivated, Communications decrypted, specific ships tracked down.
- New subsystems, such as Life Support, Communications, Tractor Beam, Star system Scan, Deflector Shields
- Game Instructions!
Longer Term Plans:
- Additional Galaxies (Galactic Maps) accessible via Black Holes
- New Subsystems, such as Energy Management
- Command and prioritize your boarding team.
- User will command a fleet of ships
- Bad guys have a rudimentary AI so that they can chase and evade
- Your ships and starbases can be attacked in a sector your flagship is not in.
- Data-driven Political Intrigue.. All of your actions are remembered, so that your kills will be known, truce with factions can be achieved, negotiations with enemy.. (helpful when you are out of power or weapons)
- Alternate game goals can be added.. Side missions can be added..
- Systems can be crosswired and partially hacked
Previous Versions:
- ver 2.2.14 (Quadrants with Nebulae!)
- ver 1.6.14 (bugfix. Validation for Navigation)
- ver 1.3.14 has the same features as the original game.