- Latest News on TI-Trek
- 02 Dec 2014 02:43:04 pm
- Last edited by ACagliano on 28 Sep 2020 10:32:25 pm; edited 2 times in total
As requested, here are the github links to the project:
Client: https://github.com/acagliano/titrek-calc
Server: https://github.com/acagliano/titrek-server
Bridge: https://github.com/commandblockguy/titrek-bridge
Bear in mind that much of this is in beta, so if you're thinking of cloning to implement something yourself (particularly the server), do not expect full stability :p
As the mostly-under-wraps progress on Star Trek multiplayer nears the 50% mark, I thought I'd share some of the new planned features for the game, as well as share what is done.
First off, the game's source code is being hosted privately, on my private web server. Access is via ssh. Anyone who wants to help with what's left can comment the topic and I'll PM you the URL and password to the repo.
Shields
I have slightly revised the way the shields work. Originally, it was intended that weapons have an energy damage rating and a solids damage rating, for damage to shields and ship, respectively.
The new system uses a payload rating for a weapon and a dispersal rating for a shield. The shield's current dispersal rating is equal to its max rating multiplied by its current percentage health. For example, imagine a weapon with a payload of 10 is fired at a shield with dispersal rating of 10, at 100%. The weapon impact damage is reduced as such 10 - (10 * 100%) which equals 0, and the shield health is reduced by 10. The next time the damage occurs at 10 - (10 * 90%), which equals 1. So 1 damage is dealt to the ship, and full 10 damage to the shields. **If a weapon's payload is less than the shield can block, no damage will be dealt, but shields will not gain health (sorry :p). If the weapon's payload exceeds the shield's blocking ability, even at 100%, the weapon will still break through.
You will have the ability to install more than one shield module onto your ship. One module will deplete its health, and then be replaced by another. In this case, however, as long as you have one other active shield module that is online, no damage will break through, even if the current module's percentage of health drops.
Sensors and Multi-targetting
The ability to install more than one weapon module will also enable you target your ship's weapons at either one target for combined damage, or to target each module at a different ship. Sensors will enable this by displaying three different targeting interfaces. Press a key to toggle between single target and spread target.
AI Borg Cubes
In keeping with the series, the server will control several Borg cubes with powerful weapons and shielding, designed to be attacked in groups, or fled from if you can run. They will be occasionally spawned in some distance away from an online player and will pursue that player or whatever player moves closest.
Stealth Tech
You can purchase (using points) and equip stealth tech modules. Stealth tech includes: (1) cloaking devices, a level 1 cloak automatically shuts off if you fire, a level 2 does not, and the cloak drops if the module looses health, (2) EMP pulses, which knocks all power systems (warp and impulse) offline for a time, which knocks all systems offline for just as long, (3) viruses, which damage a targeted ship. You may also emit a scrambling signal, which stops all sensors in a certain range from working. Lastly, you may scan another ship to gain info about where their systems are, their shield modulations, etc.
Currently done in the game is the opening menus, most of the CALCnet routines. Still to be done, rendering and the hub. I should have a beta done in a few months.
Client: https://github.com/acagliano/titrek-calc
Server: https://github.com/acagliano/titrek-server
Bridge: https://github.com/commandblockguy/titrek-bridge
Bear in mind that much of this is in beta, so if you're thinking of cloning to implement something yourself (particularly the server), do not expect full stability :p
As the mostly-under-wraps progress on Star Trek multiplayer nears the 50% mark, I thought I'd share some of the new planned features for the game, as well as share what is done.
First off, the game's source code is being hosted privately, on my private web server. Access is via ssh. Anyone who wants to help with what's left can comment the topic and I'll PM you the URL and password to the repo.
Shields
I have slightly revised the way the shields work. Originally, it was intended that weapons have an energy damage rating and a solids damage rating, for damage to shields and ship, respectively.
The new system uses a payload rating for a weapon and a dispersal rating for a shield. The shield's current dispersal rating is equal to its max rating multiplied by its current percentage health. For example, imagine a weapon with a payload of 10 is fired at a shield with dispersal rating of 10, at 100%. The weapon impact damage is reduced as such 10 - (10 * 100%) which equals 0, and the shield health is reduced by 10. The next time the damage occurs at 10 - (10 * 90%), which equals 1. So 1 damage is dealt to the ship, and full 10 damage to the shields. **If a weapon's payload is less than the shield can block, no damage will be dealt, but shields will not gain health (sorry :p). If the weapon's payload exceeds the shield's blocking ability, even at 100%, the weapon will still break through.
You will have the ability to install more than one shield module onto your ship. One module will deplete its health, and then be replaced by another. In this case, however, as long as you have one other active shield module that is online, no damage will break through, even if the current module's percentage of health drops.
Sensors and Multi-targetting
The ability to install more than one weapon module will also enable you target your ship's weapons at either one target for combined damage, or to target each module at a different ship. Sensors will enable this by displaying three different targeting interfaces. Press a key to toggle between single target and spread target.
AI Borg Cubes
In keeping with the series, the server will control several Borg cubes with powerful weapons and shielding, designed to be attacked in groups, or fled from if you can run. They will be occasionally spawned in some distance away from an online player and will pursue that player or whatever player moves closest.
Stealth Tech
You can purchase (using points) and equip stealth tech modules. Stealth tech includes: (1) cloaking devices, a level 1 cloak automatically shuts off if you fire, a level 2 does not, and the cloak drops if the module looses health, (2) EMP pulses, which knocks all power systems (warp and impulse) offline for a time, which knocks all systems offline for just as long, (3) viruses, which damage a targeted ship. You may also emit a scrambling signal, which stops all sensors in a certain range from working. Lastly, you may scan another ship to gain info about where their systems are, their shield modulations, etc.
Currently done in the game is the opening menus, most of the CALCnet routines. Still to be done, rendering and the hub. I should have a beta done in a few months.