Life In The Frontier 2024 (The road to the final release)
Posted: Mon Nov 25, 2024 8:23 pm
Hello, everyone!
After nearly 10 years I'm ready to start working on my OXP again, and this time should be the last - in the sense that I want to release, in the next future, a finalized version.
I had (and I have) many ideas, and the good people who worked on the OXP during my absence had other ideas (phkb, MassiveLocked, Norby and Cholmondely with so much enthusiam), so there's a great amount of stuff to reassess, integrate and eventually improve. I don't want to put away their work, on the contrary I will re-read the codebase to see if I can learn something new (I'm sure of it).
The main goal is still the same: provide the player something to fill his stops to the various space stations of the Oolite universe, and to build a way to insert more content and flavour into the game.
In the old versions we had a choose-your-own-adventure style interface, to visit directly the main point of interests aboard a station. Then I implemented a BBS inspired to Elite:Frontier. I'm going to reread and rewrite the code to add something more, in small steps.
This time the main inspiration are text adventures (interactive fiction), roguelikes and dungeon crawlers. The Oolite interface is limited but I can put in the menu some movement actions, to allow the player to move inside a map. On the map will be present the point of interests (POI), and the player would interact with them when it is in front of them.
For now, I've written a basic prototype. One single map, representing one floor, Ship Maintenance, where the player hangar is located. The map is this:
As you can see, the number sign character is a wall, the dot is a free space (corridor), and the letters are labels for the POIs: h for hangar, e for elevator, s for storage, d for docks, m for maintenance corridors.
You start in front of the hangar (this is set in the properties of the floor, more on this later) and you can move along the "dots". The screen tells you where you can go and if there's something in the immediate vicinity (in front, at left, at right).
The only interactive POI, for now, is the hangar, that quits the navigation phase. The other POIs are disabled.
Maps can be of any size, it doesn't matter. The only thing that matter is the path you can walk along, the POIs, and the start position and facing.
You can try it if you want. It's very barebones.
https://drive.google.com/file/d/1Z_rGM0 ... sp=sharing
Where do we go from here?
- enabling the elevator to allow changing floors. Therefore, multiple floors with maps and other POIs, to recreate the initial layout.
- enabling interactions with POIs. Once you "enter" a POI, it should display the original interface used in the OXP. I will integrate that part so you'll have bookshops, museums, churches et cetera as they were. Exiting the POI the player will be put on the map again, ready to go.
- adding a map screen that show the current map level layout and a list of the POIs for reference.
- different layouts for different stations types or systems variables (like TL, economy, government). More or less floors, more or less facilities, different POIs.
- expanding the system to other OXP. There are so many good OXP that adds new stations, and I would like to put a way to search for external custom layouts, with their own POIs. I want to put a system to hook an interaction to a function in the same OXP, to find a way to hook to OXP function to get their features seamlessly connected to the map navigation.
This is the main roadmap - and it will take time to implement everything. Unfortunately during the week I spend nearly all day commuting and working, so I mostly focus on the OXP during the weekends (with a little bit of monday and friday).
And there's more.
Once I have a working system and a complete station layout, I'll bring back the BBS as a POIs in the station, like a series of Terminals on the various floors.
Furthermore, I can pickup again the random encounters feature, since they can be integrated into the map navigation, starting with simple things and thinking about more complex events.
And then... station quests with temporary procedural maps.
The last thing it's the RPG aspect, but that's a thing that I would reather leave at the last step since it would be the more complicated thing to manage. Let's see how development will go.
I thank you for reading all of this, and to bearing with my long disappearances from the forum. I thank everyone who tried the OXP and especially those who tinkered with it. I'm honored.
Next time I'll talk about the data structure I'm working for storing maps and POIs.
After nearly 10 years I'm ready to start working on my OXP again, and this time should be the last - in the sense that I want to release, in the next future, a finalized version.
I had (and I have) many ideas, and the good people who worked on the OXP during my absence had other ideas (phkb, MassiveLocked, Norby and Cholmondely with so much enthusiam), so there's a great amount of stuff to reassess, integrate and eventually improve. I don't want to put away their work, on the contrary I will re-read the codebase to see if I can learn something new (I'm sure of it).
The main goal is still the same: provide the player something to fill his stops to the various space stations of the Oolite universe, and to build a way to insert more content and flavour into the game.
In the old versions we had a choose-your-own-adventure style interface, to visit directly the main point of interests aboard a station. Then I implemented a BBS inspired to Elite:Frontier. I'm going to reread and rewrite the code to add something more, in small steps.
This time the main inspiration are text adventures (interactive fiction), roguelikes and dungeon crawlers. The Oolite interface is limited but I can put in the menu some movement actions, to allow the player to move inside a map. On the map will be present the point of interests (POI), and the player would interact with them when it is in front of them.
For now, I've written a basic prototype. One single map, representing one floor, Ship Maintenance, where the player hangar is located. The map is this:
As you can see, the number sign character is a wall, the dot is a free space (corridor), and the letters are labels for the POIs: h for hangar, e for elevator, s for storage, d for docks, m for maintenance corridors.
You start in front of the hangar (this is set in the properties of the floor, more on this later) and you can move along the "dots". The screen tells you where you can go and if there's something in the immediate vicinity (in front, at left, at right).
The only interactive POI, for now, is the hangar, that quits the navigation phase. The other POIs are disabled.
Maps can be of any size, it doesn't matter. The only thing that matter is the path you can walk along, the POIs, and the start position and facing.
You can try it if you want. It's very barebones.
https://drive.google.com/file/d/1Z_rGM0 ... sp=sharing
Where do we go from here?
- enabling the elevator to allow changing floors. Therefore, multiple floors with maps and other POIs, to recreate the initial layout.
- enabling interactions with POIs. Once you "enter" a POI, it should display the original interface used in the OXP. I will integrate that part so you'll have bookshops, museums, churches et cetera as they were. Exiting the POI the player will be put on the map again, ready to go.
- adding a map screen that show the current map level layout and a list of the POIs for reference.
- different layouts for different stations types or systems variables (like TL, economy, government). More or less floors, more or less facilities, different POIs.
- expanding the system to other OXP. There are so many good OXP that adds new stations, and I would like to put a way to search for external custom layouts, with their own POIs. I want to put a system to hook an interaction to a function in the same OXP, to find a way to hook to OXP function to get their features seamlessly connected to the map navigation.
This is the main roadmap - and it will take time to implement everything. Unfortunately during the week I spend nearly all day commuting and working, so I mostly focus on the OXP during the weekends (with a little bit of monday and friday).
And there's more.
Once I have a working system and a complete station layout, I'll bring back the BBS as a POIs in the station, like a series of Terminals on the various floors.
Furthermore, I can pickup again the random encounters feature, since they can be integrated into the map navigation, starting with simple things and thinking about more complex events.
And then... station quests with temporary procedural maps.
The last thing it's the RPG aspect, but that's a thing that I would reather leave at the last step since it would be the more complicated thing to manage. Let's see how development will go.
I thank you for reading all of this, and to bearing with my long disappearances from the forum. I thank everyone who tried the OXP and especially those who tinkered with it. I'm honored.
Next time I'll talk about the data structure I'm working for storing maps and POIs.