• Welcome! The TrekBBS is the number one place to chat about Star Trek with like-minded fans.
    If you are not already a member then please register an account and join in the discussion!

The Best Star Trek Game, Ever! (Bridge Commander remake)

abaraba

Cadet
Newbie
Hello everybody,

You may remember me for some of the famous game remakes such as 'Zarch remake' and 'Mission Elite: The Battle for Birera'. This time fortune smiles upon Star Trek universe and classic board-inspired gaming of Starfleet battles... the games I'm talking about here are:


1. Begin: A Tactical Starship Simulation
http://www.starfleetproject.com/ (download Begin3)

http://www.youtube.com/watch?v=T02WUjLXGHc
http://en.wikipedia.org/wiki/Begin_(computer_game)
http://hallert.net/misc/begin/begin.html (download Begin2)
http://www.mobygames.com/game/begin-...hip-simulation


2. Starflight 1,2 (DOS, Amiga, Genesis, C64)
3. Star Trek: Bridge Commander (Win)
4. Rules of Engagement 1,2 (DOS, Amiga)
5. Star Fleet 1: The War Begins (C64, DOS, Amiga)

EGA Trek (DOS), Cosmic Balance, The Warp Factor (Apple, C64, DOS), Starfleet Command (Win), Renegade: Legion Interceptor (DOS), Star Fleet 2: Krellan Commander (DOS), Sundog: Frozen Legacy (DOS, Atari ST), Yexi (Mac OS X)...



So, what am i doing here?
I'm looking for help... and, in return i'll make The Best Star Trek Game, Ever!
How's that? ...I'm talking about free, open source game here.

HOW CAN YOU HELP?
* play, criticize and suggest improvements.
* design interface, organize and group all the commands.
* let me know of places and people interested to help, or already working on similar projects.
* find 3D models, all to be consistent. if someone can find those mod-groups for Star Trek games released on PC, those guys might be able to pull all the 3D meshes from some of those games, that would be sweet, low-poly models preferable.



THE GAME PLAN:
A. Turn based game, graphics: 2D vector & retro 3D flat-shaded, ok? (see demo)

B. Take the best aspects of those mentioned games above, and then make it all even better, therefore it will be the best Star Trek game, ever! Plus, it already features the smallest chess program: "micro-Max, a chess program smaller than 2KB, by H.G. Muller", which is accessible, and playable, via on board computer, and that makes it super-cool, yes?

C. 30% of the game shall be "Begin-like". Please take a 5min to acknowledge yourself with this 20year old game as the action in this remake shall be most similar to that game play, basically something like Starfleet Command, vector based, tho without external or arcade-style 3D navigation. All commands will be issued from 1st person-on-the-bridge, in passive manner similar to Bridge Commander. (maneuvering, combat, display, visual representation - vector based tactical screen, energy allocation, ship system configuration...)

D. +30% of the game shall involve additional space objects and their possible tactical or game play roles in Begin-like manner, which means all will be 'vector based'. There will be gravity effect and maneuvers utilizing it, such as establishing orbit or making slingshot trajectory around some mass. Plus, mini-Mastermind game when 'beaming marines', and mini-Starflight game when embarking on planet surface. (stars, planets, moons, stations, asteroids, black holes, ion storms, nexuses, wormholes... what else?)

E. +40% of the game shall be scripted missions from the original Star Trek episodes and movies, plus additional scripted 'combat simulation' as a bonus stage at the end of each "episode".



This boils down to two parts:
1. "Begin-like" game (60% Random events, movement, combat, free roaming)
2. "Bridge Commander-like" Star Trek episodes - transcripts. (40% Scripted events)

...so, since everybody knows about Begin-like aka "Classic Star Trek" or SFC type of game play, i'll talk about the second part, the little idea of mine which i believe will make somewhat boring and repetitive turn-based combat or moving from A to B much more interesting, and should be the key element to truly make this game unique, and best of all super-easy modifiable and expandable by anyone.


HOW THAT WORKS?
Download the demo and see for yourself. Basically, you can find original Star Trek TV episodes and movie transcripts on the internet, like this: "http://www.chakoteya.net/StarTrek/episodes.htm" ...then, just format the dialogue a bit and insert some commands to be interpreted by the game, and that's it - game-script is done. You pretty much end up with something like "Bridge Commander" type of script, with the difference that this could be made more 'random experience'.

This demo features the 1st (un-aired) Star Trek episode "The Cage". Please note, the demos is in very early stage and it does not have free movement and combat implemented. However, it has most of the second part i was talking about, and if you would be kind to imagine some turn based, vector-oriented style combat and movement on that tactical display there, similar to "Begin: A Tactical Starship Simulation", and then tell me if that all together would make for a good game... or perhaps not, then why not?


Download demo:
http://one.xthost.info/zelko/OpenGL/
http://geocities.com/ze_aks/


goodbye everybody.
 
I don't think you mentioned it, but by far, for me at least, the best game was and still is AMRADA. (and no, not Armada 2 which I never liked)...Armada was just pure mindless fun that you could play, for hours, and then look at the clock and realized it was 4am; way past your bedtime. To me that defines how good a game is. Not the FX, not the graphics, but the loss of sleep I have playing a game...and Armada had that more than any other TREK game...

Rob
 
well, i wish your response had more to do with what i was asking and talking about, but i appreciate your comment nevertheless.

i didn't mention Armada as i have never played it, but as far as i gather how Armada plays that is actually what i'm trying to do, with the difference that action will not be seen from 3d person external-space-view, but from 1st person on-the-bridge tactical screen, and you could bring target on the main visual screen in 3d. the game would record the moves, so 3d external view of the battle would be seen as a 'cut-sceene' every 10 turns or so. how's that?


now, if you would actually see how "Begin: A Tactical Starship Simulation" plays, then see how my demo plays, and then compare all that with Armada... then tell me your opinion about all of it and could it be merged into one game, as descibed in op.



so, have you got anything to say on what i said? ...or can you at least explain bit more about "pure mindless fun" in Armada? i agree fun is fun, and that fun is what makes games fun, but how that helps me to make a fun game, can you be more specific?
 
If you are not already a member then please register an account and join in the discussion!

Sign up / Register


Back
Top