Reverse Engineering Strike Commander
fabiensanglard.net
fabiensanglard.net
But I'm more impressed about another post there about "Out of This World" that game has a huge storytelling and a VM kind of architecture.
http://fabiensanglard.net/anotherWorld_code_review/index.php
But then there's the crucial gameplay, flight-sim physics, hooking into achieving objectives, the narrative, cutscreens, etc.
Even then, would it have the same feel as the original...
Thanks for rekindling my appreciation for optical media.
I wonder if it wouldn't be a lot easier to rewrite the game from scratch using a modern engine - it shouldn't be too complicated to reach a similar state as the original game with modern tools.
Or maybe just extend an existing (free) flight simulator like FlightGear.
I think you are seriously underestimating the complexity of a game. This would be possible, but as a major open-source project.
Replacing the game engine would be a big undertaking, but it's doable. People did just that with Frontier: First Encounters (http://www.frontierastro.co.uk/Hires/glffe.html). The game binaries is run as is, but modified to hook into the new engine.
Using FlightGear is not the same thing. It would be difficult, if not impossible, to get the same feel of the original game. However, this would be perfect for a remake, where the original experience is not expected.
There's also something called "Elite: Dangerous", which is a massively multiplayer Elite-style game-to-be, and which appears already to offer Oculus Rift support in its current combat alpha [2].
And, of course, there's Star Citizen [3], helmed by Chris Roberts of Wing Commander fame; in essence, he came to the Internet two years ago and said "Here's what I always wanted to build. How much is it worth to you to play it?" The answer to that question has turned out to be "thirty-eight million dollars and counting", and the full alpha release is projected for late this year, with increasingly large bits of functionality releasing between now and then; I don't know specifically when Oculus Rift support is planned for addition, but I'd be astonished if they weren't looking into adding it.
[2] http://massively.joystiq.com/2013/12/23/not-so-massively-eli...
[3] https://robertsspaceindustries.com/about-the-game
(PS: As an old space sim player who's been displeased by the decade-and-more drought of new titles in the genre, I'm delighted to see such a profusion of new titles. Perhaps space railroading time has come around again.)
Just for fun of course. But to implement it in oolite would be indeed easier.
I am really puzzled as to why the * Commander genre didn't get more clones/imitators.
Anyway, those kind of Commander-like flight games have limited replay value, because of the lack of a dynamic campaign and a hollywood hero story doesn't sit well with most flight sim fans, so we ended up with dumbed down arcade shooters like Ace Combat.
There was a Strike Commander like flightsim back in 1999 called "F-16 aggressor", which had a very impressive flight model and cockpit, but sadly wasted on an even more forgettable hollywood hero story thing.