Showing posts with label Module. Show all posts
Showing posts with label Module. Show all posts

Wednesday, 25 July 2012

More New Modules

First up, Starfleet Academy. I've started drafting some interactive Starfleet Academy database modules. They're pretty basic at the minute, but the foundation is there for expansion. These are shots of the animations which will be inserted into Prolixus, and currently feature a few animations, texts and images.

I'm thinking of adding some tests as well. Obviously I'll be using a lot of artistic license, and it's not going to be ultra canon but I think it's worth doing, regardless.

Some of the texts are taken directly from real-world examples, such as naval terminology and navy inspired protocol seen throughout the years of Star Trek.

Other than that, work has now started on the medical systems. You know, the stuff you see in sickbays. So, plenty of DNA animations, microcellular scans (right), virus databases, and sinus rhythms. I'll do my utmost to make it all as medically accurate as possible. Besides, it's the perfect excuse to learn a bit more about cardiology.

As always I'm also taking suggestions as to what to include, so if you have any ideas, feel free to share them with us, either here in the comments below, by email, or on our Facebook page.

Tuesday, 17 July 2012

Romulan Database module • Romulan Alphabet

Eleanor asked me to map out a Romulan alphabet for an upcoming database module in Prolixus.  So I started jotting down some notes based on screenshots from various Star trek productions.  After a few revisions I came up with a final design for a Romulan alphabet that followed the designs and layout of the script as seen in the show. 

The idea for how the script works was inspired by the Arabic and Hebrew alphabets; in particular the square shapes of Hebrew reminded me of Romulan glyphs.  It was for this reason, as well a need to keep texts from growing too cumbersome, that I decided to incorporate the rule about dropping vowels within words. 

The script is written both horizontally and vertically within the show, so it seemed only right that this was included in the reference image.  I chose to have the script go from right-to-left, in horizontal mode again, as a direct inspiration from Arabic and Hebrew, and also, because it seemed more alien.  The vertical script running in columns, from top-to-bottom, left-to-right, is a direct consequence of rotating the script in horizontal mode, 90° counter-clockwise.  Something similar is observed in the real world with the Mongolian alpahabet.

The alphabet as it appears here is based on canon (no official translation of the glyphs appears in canon, but we think this works).

Jolan Tru!

Friday, 6 July 2012

Prolixus 6.2 Database Modules

As you're probably aware, we're in the process of dumbing more info into the Federation Database. We've now added an option to select from one of several alien databases too. To the right, is a screenshot from the Klingon database (original Klingon language table design by our very own Greig (RunicCode)). On release, there will be only two databases available, Cardassian and Klingon but more will follow in the form of plugins. There's even a brand new Planetary Classification module (bottom left), because let's face it, it's easy to get your class H and class L mixed up.

If you want to see some more screenshots, have a look at the growing album here (broken link removed). A big thanks to the editors of Memory Alpha for the text used in the majority of the database and thanks to Bernd Schneider of Ex Astris Scienta for the reference material.

As always, if you guys have any suggestions for the database, email me, drop by our new Facebook page or leave a comment below.

Wednesday, 27 June 2012

Next Service Pack

If you guys haven't heard already, we're cancelling the next update and rolling straight on into the next service pack. This way we don't have to spend time compiling code, beta testing, recompiling then releasing, and such. Instead, we can just roll out one big shine new version. I can't say what will be implemented just yet.

On another note, Greig and I have been working on some more database modules. With Greig's unmatched knowledge of politics, we've drafted together the whole Khitomer Accords for your viewing pleasure. Although not canon, since it was never read out on screen, I'm sure you'll like it. I'm also sure you won't envy Greig's task of translating the whole thing into Klingon...

Just a little note, although you can enlarge the screenshot, you'll have to wait for the release to read all of it.

Saturday, 23 June 2012

New Database Files

I thought I'd post a screenshot of a new database file (no prizes for guessing which episode this is from). The third database module is almost complete, since it was unfinished when the last update was released.

I'm also taking suggestions for database files. You can either comment here, or send me an email.

Saturday, 9 June 2012

She Cannae Take it, Cap'n

As mentioned in yesterday's post, we're working on some new features. Today, I can go into more detail about the part we're currently working on—the warp core systems monitor.

At the minute, I'm just outlining design elements and working out where things should go. To the right, is a preliminary example of the warp core eject system. The warp core systems monitor will have numerous other functions such as shutting down the warp core and restarting it. Things like increasing the power output to 110% above normal are a given since sometimes, it's more dramatic than the local wormhole... sometimes.

The best part, if you haven't already noticed, is that each warp core system monitor will be totally unique to the class of ship you've installed in Drydock, so if you've installed the Intrepid class, you'll see a warp core fitting of that class. If you've installed the Sovereign class, then you're gonna see a big honkin' Sovereign style warp core (that'll probably take me ages to draw).

There is one problem however, we've never really seen an up close Okudagram of warp systems. With this in mind, we're gonna go ahead and throw in some major artistic license. Hopefully, it'll be as faithful to canon as the rest of LCARS 47.

In another note, the new features that are dependent on whichever Drydock plugin is installed, will not work unless you update your Drydock class plugin as well (since I'm gonna overhaul that too).