Cholmondely wrote: āMon Dec 30, 2024 12:14 am
There was also a GURPS role-playing book on space stations (GURPS Traveller: Starports (gateways to adventure) by John Ford, 2000, 130 pages))
I have some GURPS but not this, I'll try to get it.
gilhad wrote: āMon Dec 30, 2024 11:52 am
I remember the old BBC Micro game Maze, with similar graphic, and there was problem, that player could get easily lost, as the movement was just jumps from one coordinate to another and visually was no difference wheather player moved forward/backward/sideways/rotate.
Yes, you're talking about putting some intermediate graphics to render an impression of movement. As of it now, the visual is directly linked to the player position and facing, and gets updated when the page refresh (after selecting a choice). I don't know if it's possible to "force" more than one update since the interface is player-input based (it can't update if you don't press ENTER). It would be a nice effect, and I dread it because it would require me to draw all the intermediate graphics for all the 8 base combinations...
But I agree with the idea. I'm taking inspiration from the old dungeon crawlers (Dungeon Master, Eye of the Beholder trilogy etc.), that didn't have those intermediate steps - but they had better graphics, no doubt about it. Actual graphics it's very basic and doesn't communicate any info except the spatial position, so it's difficult if not impossible to get a sense of familiarity while navigating the map. That's why I added the map screen as an additional help. I could search a workaround, though.
Maybe a little minimap could better link the player input with the effective movement, showing the map surroundings and the player facing (like the map, but with a more limited view).
Or I could see if it's possible to break the visual in three parts (left-center-right) to "recycle" a number of images, allowing me to introduce more variants: issue here is that I'm not so good with drawing graphics. But alternating two sets of floors/wall could help convey the sense of movement, at least when walking forward.
This is something I have to reflect upon in 2025.
-- ABOUT DEVELOPMENT --
I have added the first version of the station structure to the elevator screen.
I've left the individual choices for every floor. There are 10 "slots" for floors, and they haven't to be necessarily close one to another.
The "Floor x" designation is written in the floor description, so I can use variants like "Sector Alpha/Beta/..." or don't put an indexing at all, for the sake of variety and flavour.
On the Ship floor I've put the hangar directly on front of the elevator, so the player can exit the navigation more quickly - in the future I will add the fast travel option, I would prefer it not to be something persistent, but link it to some terminal or similar things to interact. I will see what I can do.
Regarding the station structure, I examined the old mod versions: given the shape of vanilla stations (coriolis, dodo, ico), I decided to put the hangar in the middle of the structure, splitting the rest in two sections: upper section (more administrative/commercial entities) and lower section (citizens, social services, production).
I still have to think about Rock Hermits, I have to look at the previous work done on the oxp. They will be different from the other GalCop station, obviously.
The full base layout would be like this (for now):
Code: Select all
0 - Station Administration
1 - Galcop Precinct
Briefing Room
Detainment Zone
GalCop Public Office
2 - Tourism Concourse
MegaMall
Hotel
3 - Recreational Area
Wild World Virtual Tour
Opera House
Art Gallery
Cinema Hall
4 - Ships & Cargo Management
Hangar
Docks (Cargo Management)
Storage
Passenger Transfer Area
Staff Hub
5 - Social Services
Bookshop
Museum
Fit Center
Medical Center
6 - Civic Area
Sprawl Hive
Apartment Complex
Public Gardens
(BBS terminal for private citizen missions)
7 - Religious & Spiritual Hub
Church of the Cosmic Wanderer
Holy Church of St Giles the Creator
Randomius Factoria
Happy Eye
Zenarchy monks
Black Monks
8 - Production Facilities
Hydroponic Gardens (agricultural econ)
Automated Factory (industrial econ)
9 - unused
This is a draft that includes POI that give missions, and POI related to the RPG feature (last thing I will work on I think).
The unused floor would be reserved for procedurally generated maps (linked to local RPG quests).
Eventually the Religious floor will have the St Giles church always present, while randomizing the others (I will base their appearance on the system Id value).
Bookshops will allow to "read" some text like ML/phkb (sorry I can't remember who made what) did on the previous oxp version.
Certain areas or entire floors should be "erased" or modified according to the system TL, economic type, government type. This is a thing that I will have to write down accounting for the various parameters (specifically: low, average, high TL + industrial/agricultural + rich, poor economics + government).
Regarding POI data, I'm thinking I can use only the exitFacing property and remove the exitPos - I can get exitPos using the map coordinates and the exitFacing value, after all.
This is the new prototype - I tried to put everything in but it lacks Floors 5 and 7. The rest should be properly playable (I hope I didn't mess up some coordinates yesterday night).
https://drive.google.com/file/d/19c2OJK ... sp=sharing
This should be it for now... so at this point:
HAPPY NEW YEAR TO EVERYONE!