Amiga Flame - News - A B5 Inspired Game For The Amiga
A B5 Inspired Game For The Amiga
Well when I heard there was a B5 inspired game in development I couldn`t believe it. I was sent a massive e-mail a week ago detailing a game called Explorer 2260. So of course I checked up with the developer and guess what. It`s true. The details below tell you all about the game.
Name: Explorer2260
Type: 1st person 3D trade/ simulation game set in approx 2250+
Details:
1. Light-sourced 3D (texture mapped if I can get my head around the C2P
routines and the like). Any assistance/ advice would be VERY welcome.
Planets will have textured surfaces (If you've seen Subwar2050, the
floor is represented in more or less the same fashion as I want, except
that instead of fading to black in the distance the surface will become
less detailed with distance)
2. Well over 100 ships you can use, each with special abilities, and
thousands of weapons/ add-ons. All ships have different HUDS/ Cockpits/
command centres/ crew sizes etc. I give details about the hyperspace
ability of ships here. Please read the section on Hyperspace travel for
more details:
I. Shuttles:Short rangle but can enter atmospheres.
No hyperspace capability except through jump gates.
II. Long Range Shuttles: Capable of hyperspacial travel over short
distance. Large shuttles have jump engines.
III. Traders:bulk carriers, only larger ships have integral
jump engines.
IV. Military ships:Fighters(light/ medium/ heavy)
Cruisers(Battleships/ dreadnoughts/ etc)
Capital ships(Heavy cruisers, destroyers etc)
V. Explorer Ships:Ships designed for deep space exploration and mining. Integral jump engines and mineral processors. Mapping of unmapped systems, including naming planets etc WILL be possible directly or via probes.
VI. Attack ships:Ex-military or black market ships owned by
civilians/ bounty-hunters/ raiders.
VII. Any more suggestions?
Smaller single person ships will be controlled by the player directly.
Larger ships will require the player to oversee tasks done by the crew
and actively participate in the running of the ship.
Sectors will contain raiders and civillian/ military ships under CPU
control which will be able to interact with the player, either
requesting escort/help off players with good records or running from
players acting as raiders/ bounty hunters.
Ships which are either too large, or not equiped, for atmospheric entry
WILL NOT be able to enter atmospheres without damage/ destruction. The
same is true for planets with high gravitation wells: large ships which
would snap due to tidal forces WILL.
Mapping probes and mining equipment will only be available for certain
ships and from specialist retailers.
FLEETS: This is an idea I've only just got my head around; in games like
Frontier fleets are really just individual ships which happen to be
heading for you at the same time. The way I will be attempting goes
something like this:
Command Ship - Ship 1 Ship 2 - Wingman Wingman etc...
Each ship maintains it's intelligence routines but it follows 'orders'
from the Commans Ship (really just adjustments to the intelligence
routines) The player can command a fleet or be part of one; he/she MUST
follow the orders of the command ship! (in and escort or military fleet
for example)
The ship control system will be COMPLETELY configurable by the user.
The weapons available to you will depend on your ship type, size,
which race made it, where you buy them from (legal/ black market etc).
The weapons will also change over time in their availability, power and
price.
3. Military You must follow mission orders exclusively: your in the army
now! You do a 1 year stint before having the option to leave
or continue. Ranks/ medals/ etc are awarded when deserved.
As you progress through the ranks you can be put in command
of larger ships/ stations (yes: STATIONS)
Failiure to complete missions will affect the rate at which
you gain promotions/ awards. The difficulty will be
configurable in the game options. Missions WILL NOT be simply
'kill someone' or 'photograph somthing else' but will consist
of everything from routine patrols up to planetary attacks
depending on the location and political situation
(point 6 below)
4. Trading: trade between thousands of worlds and hundreds of races. Trade
will be done in local markets or via the IIN (see 5 below). What is
available will depend on the locaion and size of the host port as well
as the current social/ political situation (See 6 below) and WHO it is
you'r trading with (Legal/ Black Market etc)
5. Interstellar Information Networks (IIN): a collection of information
systems/ bulliten boards/ markets and communication facilities which
can be used on large capital ships, planets and space stations. IIN will
allow the player to look for markets to trade on/ find out who to find
for a bounty/ reply to requests for escorts and more or less everything
else you could ask for. I intend to allow the player to POST items on
the IIN, advertising job opertunities/ escort requests and other bits
and pieces Only the communication net will be available to military
members.
6. Dynamic universe model (this is a hard one but I think I can do it):
The universe changes around you depending upon the time and actions
of yourself and the characteristics of the races around you: if you
discover a violent race hell-bent on galactic domination you may well
destroy the universe! It is also possible that you could be working for
a government one day and a member of an independant outpost the next!
Expect the unexpected, especially when you least
expect it. The characteristics of the races, and the general trends the
game takes will be editable via seperate datafile editors.
7. REALISTIC (Not Brabens realism but NEWTONIAN realism) physics. All the
research I will be doing will be put on the IIN. (Hell, I,ve got access
to one of the largest collections of academic books in England, why not
use it for something productive for a change?)
8. Company deals: you can finance you'r explorer ship or trading route by
teaming up with a company; if you find a planet stuffed with
quantium40 you will get rich overnight, if you never find anything you
go bankrupt. You will also be able to fund others to do work for you
via the IIN.
9. All interstellar travel will be done through hyperspace. These are the basics:
As the distances between star systems are so great it is necessary to
make use of an alternative space called Hyperspace. Hyperspace is a
dimension in which time and space are related in a different way to
time and space in normal space: distances of many lightyears can be
covered in hours. To enter hyperspace a ship must create a
'Jump Point'; a connection between this universe and hyperspace.
Due to the huge energies involved (a recent theory stated that this
COULD be possible: you must enlarge a quantum loop, split it and...
well you get the idea: you need a load of energy) small ships
can not carry the jump engines; they must use jump points situated
near planets. Once in hyperspace a ship must follow a beam transmitted
by the local jump points (like a lighthouse) to find to the position
of it's destination in hyperspace. The process is then reversed: the
ship creates a jump point into normal space (or sends a signal to a
jump point to do so) and then exits hyperspace.
10. All the data on hyperspace/ space flight etc that I include in the game
(along with my theories and research) will be accessable on the IIN.
11. Possible (ONLY JUST POSSIBLE) connection mode: two players can exist
in the universe! This would be VERY difficult because of the massive
amount of data which would have to be sent/ recieved.
The requirements:
-Amiga 1200/ 4000 (AGA) ONLY: sorry but the ECS will not handle the display.
-68030+ recommended STRONGLY, I may well optimise the game for 68030+ code.
-4Mb ram (May rise or fall, it depends on how well I can code some nasty
bits)
-Hard Disc ONLY (prob 20Mb+).
Now you know why I didn`t think it was true. But it is and if you want additional info check the web site at:-
Also he is looking for some user input into what you would like to see in Explorer 2260. So if you want to talk to him e-mail:-
Chrisjcs.man.ac.uk
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