Showing posts with label Warp. Show all posts
Showing posts with label Warp. Show all posts

Monday, 5 June 2017

6.5 Video Roundup

Thursday, 22 November 2012

New Customizable and Text Searchable Database

Hai guys. I know it's been a long time and it seems like we've all been on sabbatical lately.

Anyways, I won't drone on about my life today—but you can add us on Skype if you really want to know about my meanderings...

Stefan has recently learned how to use Adobe Illustrator, so with that in mind, we're expanding the production of database material. He drew up the image on the left rather promptly. Sound mediocre? Think again.

We've had a little think and thought "why not have a text search function?" You know, if you type "Hekeras" into the text field and hit search, a listing would appear containing say, datafiles on the Hekeras Corridor, the effect of warp engines on subspace, the missing medical ship and so on. Why not include a stardate search? If some users know their way around Flash, they can create their own datafiles and add the tags to the index (an XML file in the program directory). The possibilities are endless...

One problem.

Keep reading.

To implement what I like to call a 'retroactive metafile database', I'd need to pour some serious hours into the project. Not just the database coding, but the database itself... I've said it before—there's a whole lot of Star Trek.

So this is at the top of the drawing boards for version 6.3.

Oh, and one other thing, speaking of version 6, we're also working on this...

Saturday, 14 July 2012

Engineering Overhaul

You may remember the post about the new Warp Core control system module (right). Well, that's been scrapped now, and replaced with a new, more technical looking layout (below), similar to the Defiant's warp core situation monitor. I think that this gives us more variation in the LCARS UI, rather than having the same basic layout for everything. The bad news is that this will delay the 6.2 release, but I'd rather hold off and work on something better than spend a month on something that could be better.

The image is currently gray, but we'll add color to it when the layout is finalized. And yes, it will support custom warp core diagrams when you install your preferred Drydock plugin.

Anyways, that's about it for today. Have a great weekend guys.

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).