Clr. Home. After some personal issues and a filled summer, I have found some time to get back to programming. Since this was my most interesting/promising project, I have decided to return to it. This article will refresh anyone reading it on the planned features of the game, and allow a forum to suggest more features, volunteer to assist in the making of the game, and so on. Features: Star Trek Multiplayer will be a fully- functional first person space shooter for the Texas Instruments graphing calculator, in the style of Star Trek combat. The view screen allows you to see directly in front of you, but hotkeys on the calculator allow you to access such things as sensors, weapons and shields controls, power configuration, communications, and much more. To add more flair to the game, the core of gameplay is built around the DCS7 CALCnet/global CALCnet protocols, enabling unit- to- Internet communication. Every calculator running this program and Doors. Greatest Common Factor / Least Common Multiple Problem. I recently went to a math competition and this problem is bugging the heck out of me. Can anyone show how to. Sorting algorithms/Selection sort You are encouraged to solve this task according to the task description, using any language you may know. Name: Size: Date: Rating: Description: folder : Up to TI-89 BASIC Math Programs: absval89.zip: 72k: 04-02-17: Absolute-Value Pak 89 This is the TI-89 port of the. Jack Welch Management Institute offers Online MBA and Executive Certificate programs designed to help students become better leaders and win in business. CS7 may join the game and play against other players on the server. Each player creates a ship, outfits it with basic weapons and enters the server's game world. Through gameplay, players earn three types of points. For defeating players in combat, you earn combat points which may be used to upgrade weapons systems. For rescuing other players or allying with other players, you earn diplomacy points which can be used to upgrade ship armor and shielding systems. For defeating opponents with minimal combat, you earn stealth points which can be used to buy stealth equipment, such as stronger sensors, cloaking devices, EMP guns, and the like. An additional feature to the game.. Let us assume a player's shielding systems were calibrated to 1. This means that, should a player have weapons calibrated to 1. Terrain on the server includes bases (neutral zones where players may go to buy upgrades and repair their ship), stars, nebulae, black holes, and other space terrain. Relevant terrain will have gravity, cause collision damage, or even heat damage. Players may attack with more than simple weapons. Viruses may be loaded into other player's . You may beam crew members into opposing ships. There are remote override commands. The power system utilized in the game will be Star Trek realistic. The warp core will produce main power as a certain rate. That rate is proportional to the current health of the warp core system. That power is stored in the power reserve, and is depleted by systems. The backup generator also provides power, but at a much slower rate. Should the warp core be destroyed, you will need to switch to backup power. Each system works at an efficiency equal to the percentage of power available. So when the power reserve is full, all systems operate at 1. When the power reserve is at 7. When the power reserve is empty, all systems fail. To conserve power, or boost your attack or defense strength, individual systems may be configured to use more or less power. For example, a phaser that is set to 1. Sensor systems are required to lock onto ships for firing, obtain data about a ship, and track a ship at warp (up to a certain range), whether it be fleeing or coming to attack. How Do I Delete A Program From My Ti-83 Plus
The more upgraded your sensors, or the more power to them, the better they work. Should your sensors be knocked offline, you will need to manually find your target by steering around to bring them into focus, instead of them being automatically hit. Firing a weapon at an enemy does not occur on a point- to- point basis. In many PTP systems, if the weapon is fired the transmission is sent directly to the opponent. However, in this game, a fired weapon becomes an entity and its speed and position are handled by the server. Should the target change speed or direction, your shot may miss and hit something else. Technical Information: Here I'll give a basic synopsis of how a gameplay session would work, so people interested in playing it will know what to expect, and developers will have an idea on the vision for this game. You start the game. After moving through the title screen, you get presented with the Login or Register interface. To log in, type in your password. To register, type in a username, a password, and an email address (to send updates/file bug reports). After successfully completing one of these two actions, two small (under 1. App. Vars are created, one with information about your player account, the other with ship configuration data. You will then get the Connect, Settings, About, Credits, or Quit menu. Changing credentials lets you reset your username or change passwords. Settings lets you change your frame rate (how long your client waits before refreshing the map). Connecting enters the game. When you join the game, your player account gets a one- byte ID associated with it. This ID becomes associated with your calculator's 5- byte client ID on the server (which also caps total number of players at 2. Each client saves the list of connected players into a third App. Var, with the one- byte ID for that player first and the username second (coordinates of players near you stored separately). This comes to a maximum of 2. In sync with your client's frame rate, the calculator will pull map data from the server and redraw the view screen (stuff directly in front of you) as well as show other things on sensors that are near you. This list of objects near you includes only objects within sensor range and nothing else, and is stored in RAM (saferam. There are hotkeys associated with certain actions like firing, switching equipped weapons, raising and lowering shields, changing speed, and much more. It is planned for a later release to allow you to change the default key binds within your settings (by cross- associating the default key bind to the new key bind). When you are done playing, you press the key to disconnect from the server. At this point, the contents of the player save App. Var and the ship configuration App. Var are sent to the server for saving. Once the server indicates that you are successfully disconnected, the client destroys the local copies of those App. Vars. From there, you can Connect again or exit the program.- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -This and more is planned for this game. Anyone willing to help or test please comment below. Needed: Z8. 0 Assembly programmers or python programmers.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
December 2016
Categories |