Bussard: A space flight programming adventure
gitlab.com
gitlab.com
As for status, the engine is probably at 85% completion or so; the remaining features are mostly just functionality that will enable additional programming challenges, like hooking in portal access control to an SQLite database or integrating a Forth interpreter for the finale. (There is already a lisp compiler functional in-game.)
There is still a lot to do in terms of story, programming challenges, and plotting though. I have a fairly detailed backstory and outline plotted out, (see the spoilers/ directory) but it's going to be a lot of work to flesh it out into the game.
My long-term goal is to make it a game that you can learn programming just by playing. I feel like most "learn to program" games end up feeling really contrived because they don't lay the groundwork to create a rich enough world to enable anything non-contrived. So my goal here is to create a fairly detailed simulation, and then find the places where you can use programming to overcome problems you run into.
Anyway, obviously the project is OSS, so if you're interested in contributing, please drop me a line.
Edit: if you're impatient and want to just download a single file and play, releases are at https://technomancy.itch.io/bussard
thanks an awful lot. Will try this out. On a side-note: Great soundtrack recommendation. Bought the first Album already and am listening right now, while doing some data wrangling stuff.
Imho great stuff for blocking out phoning colleagues and focussing.
I see the fan version released a v0.1 a couple of days ago. https://github.com/trillek-team/tec/releases
I may end up having an assembly language in the game, but it would be one of many languages rather than the only one.
* There is no usefull coding workflow. Thats how I do it: CTRL+o, enter filename, write some code, ESC, CTRL+ENTER, CTRL+UP, ENTER, oh an error, CTRL+o, enter filename, .... That is a little bit tedious.
* Without syntax highlighting, typos occur everywhere :)
* If there is an error in a script, the stacktrace shows a line number. But the editor does not have line numbers, so I have to count it manually. That sucks.
* Switching between modes would be nice. So switching from the mail view to the editor an back again (with the file and the mail opened) would be nice. A lot of time, there are some bits an pices in the mail which are relevant in the flight mode or in the editor (station names, some hints etc.)
* I've crashed the game and brought it to a point it can't be played any more. (https://p.fu86.de/1468240067-8920.png) (I think I've done ship.docs.msg1 = dofile(...), which caused the problem). Even if I wipe the savegame and use the stock config, the game crashed again after a few seconds.
I don't mean to knock the game at all, it looks absolutely fantanstic and just the list of inspirations makes me want to play it, very much.
The physics are non-relativistic; correct. I have a section in my dev notes labeled "crimes against science" where I list out all the places I can think of that the game diverges from realism, (and avoid adding to the list) but I hadn't considered that yet since all the interstellar travel in the game happens through artificial wormholes: https://gitlab.com/technomancy/bussard/blob/master/spoilers/... (edit: spoiler warning for the link)
Plus I really want to focus on the storytelling aspects. Especially the end-game scenario (see spoilers/readme.md if curious) would be extremely problematic to implement in multiplayer.
I like the low level programming / virtual machine approach for this reason. You can provide the player with a machine that is severely limited in speed and size, which makes for a fun challenge and makes it easy to keep things bounded.
In interactive mode, I zoomed out what seemed like quite a ways and didn't see anywhere to go.
Yeah, there are some prompt bugs on master; try the beta-1 release linked in my other comment for a more stable version. Will definitely be fixed before the next beta release.
Edit: if you can provide repro steps for the prompt bug that would be super helpful.
> I gather your implementation language is Lua... is there for Lua anything comparable to PyGame for Python where you could leverage some graphics?
Sure; I could easily create a GUI for the ship, but that would be a different game than the one I'm trying to make. There are plenty games like that out there already. I want something that feels more like TIS-100 than Endless Sky. (Not to knock the latter, but they already do a better job at making that kind of game than I ever could.)
On the other hand, part of the point of the game is that if some players want to play a more GUI-centric game, all that you need is already included to turn the game into that kind of game from the inside. All the HUD stuff and the graphics libs are exposed to the in-game Lua sandbox.
> I zoomed out what seemed like quite a ways and didn't see anywhere to go.
You have to use a portal to get to another star system.
Though speaking of frontends, it is actually also possible to get the game to open a socket and connect to it from Emacs, programming your ship from the outside. It's not very polished at this point, but I intend to expose the in-game UI over the nREPL protocol so you can code other clients for it if the in-game editor doesn't suit your fancy: https://gitlab.com/technomancy/bussard/blob/master/bussard.e...
Windows 10
Begin game
ctrl-P (game says 'Cannot log into target.')
ctrl-enter (console is broken)Anyway, that IS the version wherein I found that bug. Is that not the latest published release of the game for Windows?
I hope to have a beta-2 release out in the next week or so.