Tuesday, October 1, 2013

Internet Archive: Space Tyrant Website Front Page

From:  http://web.archive.org/web/20070329123617/http://spacetyrant.com/



Space Tyrant: A Multiplayer Game and Programming Project


On March 18th, 2005, the Space Tyrant project was announced:
Today we kick off a new multithreaded, network socket programming project which we will call Space Tyrant. Our mission is to write an open source, multiplayer, networked, strategy game in the C programming language. The goal of this project is to make a solid code base which implements a simple space trading game upon which other games can then be built. The game will be a subset of The Last Resort (TLR) that currently runs at Ioresort.com. This project will be a learning exercise for me as well as for any interested readers. The current state of the source code will be released with each article update.
Much has happened in the last two years. Today, Space Tyrant (ST) is a C programming project, a multiplayer space strategy game, and a long, long story. It will compile using GCC and it runs under Linux and Mac OS X. Here are links to the current source code, the history of the game design, and a running copy of the game. Note that the ST is telnet only right now although there are a few TLR players who are working on client interfaces.

The source code page

The game evolution

Play Space Tyrant

The early history can be read starting from this page: The ST project history and original code documentation. Gradually, those pages will be replaced by smaller, and possibly better organized, pages here at SpaceTyrant.com.

Space Tyrant was designed and coded by Ray Yeargin with help in the hard parts from Brian Estabrooks.
mail this link | permapage | -Ray, March 6, 2007 (Updated: March 9, 2007)
A short overview of the game of Space Tyrant


New players can connect to a running game by clicking here or by typing 'telnet ioresort.com 9999' (without quotes) in a shell or command window. You will then be prompted to choose a name and password and unceremoniously dumped into a universe that contains ports, planets, starbases, trading posts, and spaceports -- as well as other players.

Each player is issued a starship with cargo holds and a tank of starship fuel. Additional fuel is issued every minute and continuously accumulates in the starship's fuel tanks. Fuel is consumed as the ship moves between sectors -- locations within the game universe -- and as it lands on planets and docks with ports. Once a ship runs out of fuel it can't move at all until new fuel is issued.

Players can buy and sell commodities (Iron, alcohol, and hardware) at the three different types of ports. Each type of port sells one of the three commodities and buys the other two. Prices are based on supply and demand with less often used ports offering the better prices.

With the money players earn trading they can buy more cargo holds to make their ships more efficient for trading. They can also buy fighters -- small military robotic ships called milibots -- that can be used to attack other ships or just deployed in a sector to guard its contents. Any fighters carried with a ship will automatically defend it against attacks from other players.

Games run for a predetermined length of time, then reset and start anew.

There is always a trading post in sector 1. You can upgrade your ship there with additional cargo holds -- as well as more specialized devices.

There is an in-game radio to chat with other players which can be useful for military coordination or just for asking questions about the game.
mail this link | permapage | -Ray, March 6, 2007 (Updated: March 8, 2007)

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