Privateer: Ascii Sector

Discussion in 'Fan Projects & Editing' started by Chris Knudsen, Jan 11, 2007.

  1. Chris Knudsen Captain

    Message Count:
    307
    Likes Received:
    0
    Trophy Points:
    10,835
    Location:
    Copenhagen, Denmark
    I'm currently working on the Mercenaries' Guild mission computer and the random mission generator. While working on this I had to make a random ship name generator. What I've come up with is piece of code that has different ways of combining colors and other adjectives with animal names and other nouns. Here are a few randomly generated ship names for your entertainment (some are more fun that others...):

    The Chocolate Mockingbird Ten
    The Denim Blowfish
    The Brown Agenda
    The Pigeon 7
    The Beige Berlin VIII
    The Lavender Abandon
    The Jade Babylon
    The Cruel Wombat
    The Amaranth Block
    The Excited Chameleon
    The Gigantic Buckle
    The Smalt Osprey 8
    The Rose Arrowhead 9
    The Solid Frogmouth
    The Olive Booker
    The Buff Apex
    The Carmine Lizard
    The Chocolate Animal
    The Sandpiper Four
    The Tan Bribery
    The Silver Bitterness
    The Chinook Ten
    The Fuzzy Agamemnon
    The Slimy Goldendoodle
    The Salmon Achilles
    The Anvil Three
    The Blush
    The Bigfoot
    The Impala Eight
    The Tangerine Age
    The Prickly Shrike III
    The Tan Dormouse
    The Juicy Sloughi
    The Tangerine Ferret
    The Vermilion Apex
    The Pumpkin Gemsbok
    The Bluff
    The Raccoon Seven
    The Beefcake
    The Bad Bobcat III
    The Pink Barrage
    The Beauceron III
    The Olive Kinkajou
    The Wasteful Aztec
    The Sticky Ballast
    The Khaki Box
    The Scrawny Armadillo
    The Atrophy VIII
    The Uneven Bitewing

    So far I've got all the animal names, numbers, colors and other adjectives for the program to choose from, and I've made a list of about 450 nouns to choose from. However, these nouns are only those beginning with A or B, so when the final list has been compiled there will literally be thousands if not millions of different ship names for the program to generate.

    Anyway, I'm continuing work on the Mercenaries' Guild computer. I'll probably finish work on it sometime during the weekend or the beginning of next week and then I'll post some screenshots.
  2. Shere Khan 1st Lieutenant

    Message Count:
    63
    Likes Received:
    0
    Trophy Points:
    4,835
    Gender:
    Male
    Location:
    Moscow, Russia
    hilarious! just please don't include bodyparts in the noun list, or we won't survive "the excited that" and "the cruel this"...
  3. Delance Victory, you say?

    Message Count:
    4,336
    Likes Received:
    3
    Trophy Points:
    36,985
    Location:
    São Paulo, Brazil
    The Excited Chameleon is a great name for a ship.
  4. Chris Knudsen Captain

    Message Count:
    307
    Likes Received:
    0
    Trophy Points:
    10,835
    Location:
    Copenhagen, Denmark
    Oh, man... I've definitely been having fun thinking about some of the possible ship names made from the nouns I decided NOT to have on the list!

    I'm kinda partial to the Bad Bobcat III, myself... :D
  5. Chris Knudsen Captain

    Message Count:
    307
    Likes Received:
    0
    Trophy Points:
    10,835
    Location:
    Copenhagen, Denmark
    I've completed work on the random mission generator for the Mercenaries' Guild as well as the mission computer for that guild:


    [IMG]
    The log-on screen to the computer. (You don't have to remember and enter your membership number each time you log on -- as soon as you click on any number, your entire membership number will be entered automatically and you will log on.)

    [IMG]
    The main screen. The number of missions available to you, as well as the variety of different missions, depends on your rating. The higher your rating, the more and varied missions will be available to you. Whereas the missions available to you differed from base to base (and each time you landed on a base) in the original Privateer, in Ascii Sector the same missions will be available no matter where you access the Mercenaries' Guild network.

    [IMG]

    [IMG]

    [IMG]

    [IMG]

    [IMG]

    [IMG]


    Next up is the Merchants' Guild random mission generator and mission computer...
  6. Chris Knudsen Captain

    Message Count:
    307
    Likes Received:
    0
    Trophy Points:
    10,835
    Location:
    Copenhagen, Denmark
    Scratch that... I'll be working on the Commodity Exchange and a system for simulating the supply and demand of each commodity at each base next, since I'll base the Merchants' Guild missions on these factors.
  7. Chris Knudsen Captain

    Message Count:
    307
    Likes Received:
    0
    Trophy Points:
    10,835
    Location:
    Copenhagen, Denmark
    I was somewhat fearing the Commodity Exchange and the program for simulating supply/demand, but as it turns out, it wasn't nearly as hard as I'd feared. :)

    So, primary work on the Commodity Exchange and the commodity market simulator is done:


    [IMG]
    Log-on screen. I used the palm activator from the Shipyard computer again, as I feel that both the Shipyard and the Commodity Exchange are owned by the bases, whereas the Guild computers are privately operated.

    [IMG]
    The main screen. The purple top half is the commodities on the base, the bottom green half is on your ship.

    [IMG]
    For each commodity on each base, there is a price history where you can study the price fluctuations over the past 30 days.

    [IMG]
    You can also study the price fluctuations of the index price of each commodity. This is the universal price on which the local prices are based.

    [IMG]
    Contraband commodities are in red. Not all bases will trade contraband.


    I'll probably be playing around with the numbers a bit to fine-tune it...
  8. Chris Knudsen Captain

    Message Count:
    307
    Likes Received:
    0
    Trophy Points:
    10,835
    Location:
    Copenhagen, Denmark
    There was a bug in the program when I took these screenshots, so the local prices weren't calculated correctly. That's why the local price of wood is at an incredible low of 24/25 credits (it should have been around 74), even though the price over the past 30 days has fluctuated between 74 and 99 credits. This has now been fixed.
  9. Chaosbringer Captain

    Message Count:
    166
    Likes Received:
    0
    Trophy Points:
    10,085
    Location:
    Buenos Aires, Argentina
    wow, this is impressive! great work!:)
  10. Chris Knudsen Captain

    Message Count:
    307
    Likes Received:
    0
    Trophy Points:
    10,835
    Location:
    Copenhagen, Denmark
    After playing around with the Commodity Exchange, I've changed the layout a bit. It's more intuitive and easier to use now:


    [IMG]
  11. Delance Victory, you say?

    Message Count:
    4,336
    Likes Received:
    3
    Trophy Points:
    36,985
    Location:
    São Paulo, Brazil
    If you make this too easy you might break the paradigm of obscure and hermetic ASCII games. :)
  12. Chris Knudsen Captain

    Message Count:
    307
    Likes Received:
    0
    Trophy Points:
    10,835
    Location:
    Copenhagen, Denmark
    Dang, you're right! :D

    Seriously, though, one of my design "philosophies" is that the game should be accessible to casual players even though it's an ASCII game. I think a lot of otherwise excellent ASCII games scare away players because it's just too daunting a task to learn.
  13. Ijuin Admiral

    Message Count:
    1,815
    Likes Received:
    11
    Trophy Points:
    36,885
    Gender:
    Male
    Location:
    Tokyo, Japan
    I think that this proves that we don't need SVGA or higher graphics to have a fun game.

    . . . now how much processor load does this thing take up? Could it conceivably be put onto floppy disks and run on a 286? :p
  14. Bob McDob Better Health Through Less Flavor

    Message Count:
    3,389
    Likes Received:
    0
    Trophy Points:
    36,885
    Location:
    Grassy Knizzle
    That color is marvelous.
  15. Chris Knudsen Captain

    Message Count:
    307
    Likes Received:
    0
    Trophy Points:
    10,835
    Location:
    Copenhagen, Denmark
    You could certainly put it onto floppy disks, as the final game will probably be less than 2 mb. As to running it on a 286, however, it'll very likely be way to slow to play. I'm programming it on my portable Pentium 90mHz, and it runs smoothly on that setup. I suspect a 486 will be the minimum system requirement. Even though it's an ASCII game, it does a lot of calculations during spaceflight (especially during dogfights with many participants). Also, as I'm programming this in Pascal, my code probably isn't always the fastest solution.
  16. Andrewas Commodore

    Message Count:
    112
    Likes Received:
    0
    Trophy Points:
    12,285
    Additionaly, the 286 is a 16-bit processor, nothing written these days will run on it unless you write it specificaly for the 16-bit memory model, and compile in 16 bits. The 386, on the other hand, is a proper 32-bit CPU and most code written today can be compiled to run on it (albeit slowly) with no modifications.
  17. Chris Knudsen Captain

    Message Count:
    307
    Likes Received:
    0
    Trophy Points:
    10,835
    Location:
    Copenhagen, Denmark
    Well, that settles that -- no 286 play. I can live with that, though... :)
  18. Chris Knudsen Captain

    Message Count:
    307
    Likes Received:
    0
    Trophy Points:
    10,835
    Location:
    Copenhagen, Denmark
    I'm still primarily working on the Merchants' Guild and private missions, but I've finished the layouts of a few more bases:


    Andingmen (Mining Base)

    [IMG]

    [IMG]



    Hooper's Hope (Mining Base)

    [IMG]

    [IMG]


    Munroe (Pirate Base)

    [IMG]
  19. Chris Knudsen Captain

    Message Count:
    307
    Likes Received:
    0
    Trophy Points:
    10,835
    Location:
    Copenhagen, Denmark
    I'll be on vacation in Australia from July 4th to July 26th, so I probably won't be checking these boards much during that period.
  20. Cardinal Spaceman

    Message Count:
    85
    Likes Received:
    0
    Trophy Points:
    0
    This looks absolutely wonderful. I can't believe you were able to get so much done in such a short period of time.

    I was kind of hoping back on April 1st that one of the CIC joke headlines would be that you announced the operating requirements for the game to be an Intel Core 2 processor with 4 GB of RAM and 5 GB of HD space, or something like that.

Share This Page