Phase 1 screenshots

Phase 1 is officially “done”, so I’ve rounded up a set of representative screenshots to demonstrate the look of the game so far. Anyone who remembers the original Master of Orion should like these.

The opening splash… not much here except a nice background image. Kind of sucks that the best-looking screen is the one that took the least amount of effort!


Next are the two-stage setup screens. These are the identical options available in MOO1 except that the number of opponents is currently locked at 0.



Here’s the main map after you start a game. I chose the Bulrathi for this round. There are some improvements to this screen that are not in the original MOO. Most notably, you have the ability to set colony-specific limits on the number of missile bases you want. The map is easier to navigate, and there is a bit more info on the colony detail… factories and shield level.  Note that the unfinished gray area is where the ship design selection is going for Phase 2.


Here is a view of an explored but uncolonized system. Note that the range text is in green which indicates it can be reached by your ships without extended fuel tanks. The planet type is in Green as well, which indicates that you can colonize it.


Below is an explored system that can only be reached with extended fuel tanks (range text is yellow). The planet type is in Red which means that you do not have the technology to colonize it.



The final system is one that’s unexplored — you only know the star type. Also, the range text is in Red which indicates that even your scout ships cannot reach it.



Here is the Tech allocation screen. It’s almost a mirror image of the original MOO screen:



Below is the screen presented when you need to select a technology to research. Identical to the original game.




Below is the screen you see when you have learned a technology that allows you to automatically reallocate spending in your colonies. Identical to MOO as well.


After pressing next turn, the shot below may display after you’ve completed building factories or your population. Unlike the original game, if you complete more than one item in a turn for a colony, it will notify you only one time.



Below is the new notification that shows up when you have finished building missile bases on a colony. Any MOO1 veteran knows that the lack of base limits was one of few micro-management issues in the original game. This problem will be gone in Java MOO.


That basically covers the UIs added in Phase 1. A lot of the work in this phase was not related to UIs at all, but getting all of the underlying game mechanics working properly.



Progress update

I’ve divided this project into 5 distinct phases, giving myself perhaps 3 months to complete each phase. Executable jar files will be made available after each phase is complete.

Phase 1: Colony management

All of the capabilities of colony management will be available. You’ll be able to research technologies and upgrade your colony based on technologies you have learned. For example, you’ll be able to terraform your planet, build ships, factories, missile bases and planetary bases.

You won’t be able to expand into other worlds yet, but huge chunk of the game’s infrastructure will be in place after this phase. Although you’ll be able to select your race and enjoy the benefits from that, there won’t be other races in the galaxy just yet.

I expect this phase to be complete by the end of March (3 weeks from now). Maybe. I am really focused on not hurrying this project so that I can spend more time polishing.

Phase 2: Fleet management

You’ll be able to direct ships you’ve built in Phase 1 to other planets. This will allow you to scout distant systems, build colony ships, and expand throughout the galaxy. All of the ship design options will be available but there won’t be much point in building warships. Transports will be functional as well.

I am planning on this phase to be complete by the end of June.

Phase 3: Diplomacy 

Alien races will begin populating the galaxy and you’ll be able to interact with them diplomatically. This includes the various diplomatic states: war, no treaty, non-aggression pact, and alliance. Trade agreements will be allowed including the ability to trade technologies. Players will be able to establish spy networks to learn more about their opponents as well as commit acts of espionage and sabotage.

There is a lot of dialogue related to this release, so I hope I can stay on schedule and finish this portion by the end of September (3Q). Automated ship combat may get in this phase, but possibly not.

Phase 4: Combat

Ship combat and planetary invasions will be support. Ship combat is complex and will take up the majority of the time. Planned by end of December (4Q).

Phase 5: Events and finish polish

Random events will be added along with anything else that needs polish. Saving and loading games as well. If it is warranted, the aging graphics of the original game may be upgraded. In any case, they will definitely stay in theme with the original Master of Orion. This phase will be done when it’s done.