User:Beetleb

From Elite Wiki
Revision as of 10:38, 15 April 2018 by Beetleb (talk | contribs) (Created page with "== About BeeTLe BeTHLeHeM (Beetleb) == I'm a fan of Elite and Frontier:Elite, when the terms "open world" and "freelance" were practically unknown. Oolite has provided me wi...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

About BeeTLe BeTHLeHeM (Beetleb)

I'm a fan of Elite and Frontier:Elite, when the terms "open world" and "freelance" were practically unknown.

Oolite has provided me with a good dose of nostalgia. Wandering from system to system, deciding what to do, where to go, slowly working for new ship components and models, finding profitable routes.

And there are so many high quality OXPs from the community, I don't remember other small games or remakes with this level of participation.

My Works

Life in the Frontier - Revival

This is my actual project. I wanted to port some Frontier mechanics into Oolite, to add to the variety with some new content.

Actually I have splitted development in three phases. I will try to keep features at a modular level.

The definitive main features I want to provide are the following:

  • A system-level BBS with messages, missions, ads etc., with different tones depending on system government.
  • A mission detail screen similar to Frontier:Elite, with various dialogue choices to get infos, more money, money advances and to accept the mission.
  • Various mission templates, with one or more subtasks to be accomplished in sequence.
  • Chance of events happening for certain mission successes/failures, reported in the BBS via news messages.
  • Mission will create events, and events could generate new missions.
  • Definition of various navigable station layouts, depending on system parameters, with different sectors. Player will disembark from the ship to roam the station map, using the Oolite choices system.
  • Local missions in the BBS, to complete in the station itself.
  • Missions that mix the normal templates with the local templates.
  • Introduction of player properties - like RPG attributes, to represent his physical and mental condition.
  • Interaction between missions, events, station roaming and player attributes.
  • Station location that cure or alter player attributes.
  • Simple inventory system. Small station markets for buying/selling player equipment.

There so much to process, it will require time and a careful planning to avoid messing things up.

Beside all of this, at a certain point I'll start to work on integration with other OXPs.

And I don't want to think to the new ideas that will come to my mind... so you see why I need a slow and thoughtful approach.