Elite for Emacs
sami.salkosuo.net
sami.salkosuo.net
https://dukope.itch.io/return-of-the-obra-dinn
It has nothing to do with Elite or space adventures or anything like that, though.
[0] https://forums.tigsource.com/index.php?topic=40832.msg121280...
Extensions (aka "OXP" or "OXZ" in Oolite lingo) can give you in-station text based activities (the extension is named "Life in the Frontier" IIRC) and planet descriptions, among other things (there are about 400 extensions available from the integrated package manager, not counting older ones that haven't been ported).
Extensions are written mostly in Javascript and the community is very friendly and helpful. Last but not least, it's free and open source.
I haven't looked at the extensions mechanism - it'd be interesting if players could "claim" systems and dynamically control gameplay capabilities in their system. Would create challenges with e.g. the economy/trading etc. (preventing users from setting up a server that gives them infinite credits to bring back to other systems) - perhaps that'd actually be a suitable use for a blockchain...
(Not that I have time to spend on something like this, but I'll back it in spirit if someone hacks Oolite or similar into a MMO... I might back it with money too if someone where to want to crowdfund something like it)
I'm working on a game in the spirit of Elite, but with continuous flight between systems, in the spirit of Star Control 2.
Are you familiar with Star Control 2's "hyperspace?" It's really not all that more involved than flying into stargates or using the map in Elite, especially for short hops. I wanted to get away from point to point stargates in order to avoid the creation of choke points. I wanted to eliminate "gate camping."
But note that Elite doesn't really need to have choke points around gates, as it doesn't have gates. It has system to system jumps, that leave you "somewhere" far out from the station.
In Elite it doesn't matter whether or not that "somewhere" is in theory the same spot or a random position near the planet, as the system, including any ships, is re-generated from scratch each time you enter.
So in a multiplayer version you could avoid gate camping simply by making it a random position, but as I mentioned I think choke points might be interesting.
Elite has a simple mechanism that is easily extended to prevent such choke points getting out of hand too: Reputation with local law enforcement.
Generally this means you want to do your dirty deeds far away from the stations, but it'd be easy enough to extend it towards the jump points, and make the station security pay attention if there are repeated reports of ambushes.
The project is called "Emergence Vector."
looks cute
A few years ago a friend and I were working on a spiritual successor to EoC. When the Star Citizen kickstarter was announced, we gave up - no chance to compete with that, and we found they could apply our vision with a lot more money and a much more serious team.
[1] GOG: https://www.gog.com/game/independence_war_2 - Highly recommended if you're into space sims.
The issue I see with Elite/Privateer/etc is that its hard to encourage group play which tends to be a near requirement for most MMOs to succeed.
If ships are the primary draw how do you group people up? Surely many would not want to just play a specific role or share a ship and even if they did there would be only so many cool positions to go around.
I don't think it would have to be "massive", multiplayer with a dozen of players or so could be just fine if we talk about coop (aka PvE) only: you could form convoys with escorts, attack/defend bigger objectives than in solo play, etc.
Competitive multiplayer (PvP) brings a lot of issues, compromises and downsides; one of them being the ability to customize your game. I casually play Oolite, and it's key feature is precisely the ability to modify almost anything in the game. Those mods for instance let you escort an AI ship or be escorted by AI wingmen, which compensates a bit for the lack of multiplayer.
> If ships are the primary draw how do you group people up
When you look at it, this genre is not very different from an ARPG: you upgrade your ship just like to equip your character; your ship can be a freighter or a light fighter and it is similar to character classes. If you need more variety you can for instance introduce distinct damage types (energy damage with lasers and kinetic damage for missile) with specific defences (shields vs lasers and armour vs missiles). Or you can reserve certain capabilities like interstellar jumps to certain ships.
That is a game truly worthy of a remake, as is Battle Tech: the Crescent Hawks' inception. I'd also finally like to find my father with his Phoenix Hawk mech in a sequel to that game...
But a 'casual' and accessible mix of Elite and EVE with a MMO persistent universe and retroish graphics is what I have in mind.
Whereas the new Elite: Dangerous as impressive as it looks (and I'd love to play it... just don't have a beefy PC or Mac at the moment) misses something I think by not having everyone flying in the same universe (I know the simulation is shared and that there is also a solo play mode available). I've wondered why they didn't adopt a monthly subscription approach to support the servers to make that possible?
I am working on an MMO that has a meaningful dogfighting experience. It's not twitch and rapid perfect aiming like an FPS. Instead, it's about relative positioning. Also, it's 2D, using an Asteroids flight mechanic.
https://www.youtube.com/watch?v=nSlpbxv4zZc&list=PLDIbNZGhS5...
Really wish David B had focused on making a fun solo version of the old game; or a decent online one, not this ... muddle.
It started on Compunet, moved to GEnie, then AOL, then the web. The guy behind it - Alan Lenton - is a really interesting character.
See also:
M-x butterfly
M-x doctor
M-x tetris
M-x hanoi
etc. etc.
is a text based adventure game in most versions of emacs.
Anyone know of any other text-based trading style games? I think there could be a market for this, as even Eve Online is nicknamed "Spreadsheets in Space", and I wonder if there are other games that have embraced that and left out the quasi-dogfighting mechanics.
It features programming as one of its core mechanics on top of the piloting features. I made a trailer for it here: https://p.hagelb.org/bussard-1.3.webm
My goal for the next beta is to make it so you can purchase an upgrade for your ship's computer in-game that would allow you to connect to it from an external program like Emacs over the nREPL protocol: https://gitlab.com/technomancy/jeejah You start the game without an autopilot routine, but eventually you find/write one, and at that point you can play from Emacs or Vim or the CLI or whatever. Right now the external connection only provides you with a REPL, but the protocol is extensible, and I plan to add features that would allow you to run more of a HUD-style REPL in your client of choice.
Lua is a great fit for this for several reasons. Mainly it's because I want to make it a game where you can learn to program, and teaching beginners Clojure is incredibly difficult. Lua's relentless simplicity really shines here. Teaching tables is a snap, and trying to teach lists, vectors, hashes, and structs in Racket makes my kids' heads swim. Secondly because the of in-game programming, you need sandboxing, and Lua has excellent facilities for this. And Lua's speed and access to the LÖVE game framework make it the best choice for games that I've found.
Lua has its problems, but in the context of games 90% of them can be summed up with "you had a nil where you didn't expect it" which is something Clojure is quite bad at too. I would say in some senses it's been liberating to work on a codebase that doesn't need to interact with the madness of the web, and being able to count my dependencies on one hand (and read through their sources exhaustively) is wonderful.
What were you trying to do on itch.io that didn't work?
I've toyed with the idea of creating a browser-based version of the original Elite. Went as far as the galaxy generation, based on the C version. Then had trouble, because the algorithm is pretty much obfuscated (unintentionally) behind layers of bit manipulation. And you need to do it the exact same way, otherwise you won't get the iconic galaxy, starting on Lave and with Riedquat as the nearby anarchy.
From a quick glance, the elisp version is slightly more readable in some places. I guess I should try again.
Also, will dig up my Portal Ending recreated in Emacs, as I didn't know there were other crazy brains that found this sort of thing interesting. I wonder if I need to get Valve's permission first.
This article finds me in a middle of a dilemma, pondering whether to develop my web application with AWK through cgi-bin (functionally of course), or use ANSI common LISP...