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Topic: Star Control 1: Thoughts, Impressions, etd. (Read 6684 times)
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Novus
Enlightened
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Posts: 1938
Fot or not?
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The SC1 source code is apparently lost (which is surprising considering the number of different systems it was ported to; surely someone must have a backup somewhere!), although large parts of it appear in UQM (with improvements). SC2 Supermelee is essentially an updated SC1 Melee, so the only interesting part is the strategy aspect of the full game. Without source code, reconstructing it accurately would be somewhat time-consuming at least.
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Furious Demon
Zebranky food
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Posts: 1
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Hi. SC1 is the best! I loved SC2, but SC1 has so much more replay value.
Cheat= hold Left during 'entering new star cluster' screen. This gives you 30 precursor items instead of 10.
Where can I get an emulator for my computer for sc1?
Or, if anyone knows any more cheats.
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Death 999
Global Moderator
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We did. You did. Yes we can. No.
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But... you don't need to cheat to get lots of precursor artifacts. Just make a custom map and ask for lots of artifacts.
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jwj442
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It's not a masterpiece like SC2, but it's definitely a good game, and I wish they had kept the strategy part in SC2. It holds a special place in my heart, because I'm pretty sure it was my very first "real" (non-educational game).
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Death 999
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We did. You did. Yes we can. No.
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There we go: the PC version had one.
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Clay
*Many bubbles*
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What can we do for you...today?
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Perhaps I'm wrong, but surely it's easy enough to recreate SC1, should someone have the time and interest? Besides the starmap generation and percentages, everything else is very no brainer stuff. The meat of the game, the combat system, is already readily available.
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Clay
*Many bubbles*
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What can we do for you...today?
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I didn't mean it wouldn't be TIME-CONSUMING. I only meant that there are no mechanics that are truly mind-bending to program. (Since the rules are about a simplistic as a board game, if memory serves. There aren't gonna be complex algorithims for whether or not Ship X manages to destroy Colony Y, it happens in a set number of turns.)
It's not like having to program a physics engine with collision detection and complex player inputs and uses of graphics.
So yes, I'd venture to say, compared to that, it would be a cakewalk. ;p
Again, I haven't played SC1 since the Genesis days, so my memory may be fuzzier than I initially thought. But I don't REMEMBER the strategy game using any complex-to-program rules, or really, much of anything at all that can't be reasoned from observation.
Except, of course, the formulas used to generate the maps, as I mentioned.
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