An SF strategy game and universal game engine approach for LINUX
Other language versions of this page (these are out of date!)
Wormhole is a (sorry, I mean in the far future it'll be) science fiction strategy game similar to Master of Orion or The Ascendancy . Like these games Wormhole plays in the far future, where several interstellar empires compete for the control of the whole galaxy. The task you've to perform is to build new colonies, research advanced technologies, fight against the other empires and - of course - to win!!!. But that's not all. We'll take an very generic approach in the game design, so in the future wormhole can serve as a base for virtually any strategy game who want to play!
Wanna get the newest info?
Check out the Wormhole Mailing List Archive,
here
If you want to enter the mailing list, send a message to
majordomo@panacom.com with the word "subscribe" on a line
by itself in the body of the message.
For more information you can also see the wormhole discussion group at:
http://parsimony.net/forum/forum1216/
We use linux simply because we want to create a complex game with a good concept, not with good 3DFX graphics. At this point of time there's nobody in the team with an exceptional (or even basic) talent in creating computer graphics. On linux, we've a base platform without such "Mega-Games", and it also offers perfect options for developing stable and/or network based applications.
It's obvious that the complex game concepts designed for Wormhole could be implemented more easily in an object oriented language as in an procedural language. So we decided to use C++. Though the similarity to C we can also use most of the system calls and library functions that are avaiable under linux. We've got some discussions if we should use JAVA instead of C++, but several people do not agree with this. Since we strictly divide the game in game server and interface clients, the clients could be written in virtually any language on any OS, as long as it supports TCP/IP networking.
Due to the open design of Wormhole, many different client interfaces are possible. There'll be definetly an X-Window interface realised with the Qt-Toolkit from TrollTech, but other implementations like an ASCII-Client, GTK+ -Clients, and even clients for other OS, e.g. Windows, are possible.
Game is event-based. You cannot control your units dircetly, but give orders to the several commanders. Though to this, the game could be "real-time", but won't create such hectic as other games of this genre.
Basic actions for the player: Build and move ships, build and extend colonies, diplomacy with other players, buy and sell resources to empires who need them. The player should also be able to build deep space stations to bridge large areas of empty space.
Research different technologies (Much the same way as in other strategy games)
Each planet has a certain amount of biological and mineral resources. Bio resources are needed to feed your colonists, mineral resources are needed to build buildings and ships.
The communication problem: At game start, your communication speed is very limited. Like your ships, communication data travels only with the speed of light, so you'll have to plan into the future to succeed. Due to this your colonies and space ships must have a certain amount of artificial intelligence, to act up on they're own. You should also be able to give them instructions to tell them what to do in certain situations.
No megalomaniac fleets: Only small groups of space ships should travel trough the wormhole universe, although there should be no limitation on how many ships a player may control.
Trade, diplomacy and spionage should play a greater rule in wormhole than in other strategy games. Although you could win through pure military power, you also should have a chance to win with other 'tools'.
A certain amount of astronomical and physical reality should be preserved (e.g. the comm problem, see above).
Though the use of C++ as the implementation language, the whole code is strictly object oriented.
Wormhole is played with one game server and several game clients. These modules communicate via TCP/IP sockets, so they can be located all on a single computer (via the loopback device) or on different workstations in a LAN.
The client is the interface to a specific player, while the server collects all player data and runs all other aspects of the game. The final goal is to develop a server application that can handle as many clients as possible (= only limited by the system resources and network speed).
The whole game will be distributed under the protection of the GPL, so everyone can access the sources and contribute something to the project. If you use linux, you also should have a copy of the General Public License, so I don't put it in here.
Sorry, there are no sources avaiable at this point.
Name |
Tasks |
Profile |
German translation of the wormhole homepage, game mechanics, user interface |
Hendrik about himself Hendrik about himself (in german) |
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AI, client/server design |
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Spanish translation of the wormhole homepage |
Jose about himself | |
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Italian version of the wormhole homepage(?), * |
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Providing ftp space |
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Game graphics |
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Game graphics |
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French translation of the wormhole homepage, AI concepts, interface programming |
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Graphics |
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GTK+ interface, Programming |
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Polish translation of this page |
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3D library |
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Graphics, Coding |
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Homepage mirror, mailing list |
Steven about himself | |
* |
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* |
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* |
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Reteo Varala about himself | |
* |
Gerhard about himself (in german) |
Last
modified: Tue Sep 29 19:49:34 CEST 1998
Next
updating of this page will occur in the far future ;-)