Note on Language Support

This game is being built as a full Klingon-language experience — every menu, every command, every encounter will eventually be presented entirely in tlhIngan Hol. Right now, it's still a mix of English and Klingon as we continue development, but the goal is a fully immersive, linguistically authentic Star Trek parody where even non-Klingons must learn to fight, trade, and survive on Klingon terms. Until then, expect a few translations and hybrid UI elements — but know that full Klingon dominance is coming.


### ๐Ÿš€ **Ship Controls**

* `W` or `โ†‘` โ€“ Increase thrust

* `S` or `โ†“` โ€“ Decrease thrust

* `A` or `โ†` โ€“ Rotate left

* `D` or `โ†’` โ€“ Rotate right

* `F` or `End` โ€“ Full stop (cut thrust & rotation)


### โšก **Engine Boost & Thrust Presets**

* `Left Shift` โ€“ Temporary thrust multiplier

* `7โ€“0` โ€“ Preset thrust levels (100 to 1,000,000)


### ๐Ÿ”ญ **Camera**

* `Q` โ€“ Zoom in

* `D` โ€“ Zoom out

H for help

Inspired by *Oregon Trail* and classic arcade sci-fi, **Klingon Trail** puts you in command of a procedurally generated Klingon captain and their crew. Your mission: survive a perilous journey across the galaxy, maintain your honor, and lead your ship to glory.


With limited supplies and a reputation-based economy, every decision matters. Youโ€™ll explore hostile planets, dock at Klingon colonies, clash with alien lifeforms, and fight desperate space battles — all in a unique blend of **retro vector graphics**, **personality-driven gameplay**, and **procedural storytelling**.


---


### โš™๏ธ Features


* ๐ŸŽ–๏ธ **Procedural Captains**: Each with distinct stats like Fear, Glory, Honor, and more (`Dโ€“L system`), affecting behavior and ship layout

* ๐Ÿš€ **Custom Starships**: Built dynamically based on captain traits — weapons, power, sensors, even aesthetics

* ๐Ÿช **Explore & Survive**: Visit alien worlds, resupply at Klingon colonies, and face random space hazards

* ๐Ÿฉธ **Honor Is Currency**: Everything costs reputation — lose it, and even your crew might turn on you

* ๐ŸŽฎ **Old-School Controls**: Thrust, rotate, orbit, and zoom using keyboard-based flight controls

* ๐Ÿ“บ **Arcade-Inspired**: Includes an idle-mode "attract screen" with simulated battles and flashing Klingon prompts

* ๐Ÿง  **Bilingual Interface**: Toggle between Klingon and English (via the "H" key)

* ๐Ÿ’€ **Permanent Death**: Blood spilled is permanent. No save scumming. No reset.


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### ๐ŸŽฏ Goal


**Command a ship. Lead your crew. Die with honor — or live with shame.**



๐Ÿ› ๏ธ Development Log

6/19 โ€“ ๐Ÿ”„ Temporarily replaced the ship with a sprite due to line drawing issues. Focused on getting planet systems working. Built a few test scenarios (nothing functional yet). โœ… as soon as I posted it wasn't working, it started working again, so I removed the sprites and back to vector graphics

6/18 โ€“ โœ… Set up a few UI buttons linked to test areas/scenarios for gameplay systems.

6/16 โ€“ ๐Ÿ”„ Not finished, but focused on Klingon vector-style ships and building AI flight behavior. Translating other systems in the background.

๐ŸŽฎ Game Overview โœ… (Written and working as the foundation)

A complete summary of the game idea, world, mechanics, and style. Serves as the current pitch and design document.

โœ… CORE GAME SYSTEMS (Functional)

Captain Generator
โœ…
Klingon Ship Generator
โœ…
Procedural, based on captain stats
Thrust System
โœ…
Uses W/S, DNA influences movement
Orbit System
โœ…
Power System
โœ…
Conduits control output; functional
Sensor System
โœ…
Collider expands and pings targets
Interior Generator
โœ…
Procedural triangle/trapezoid design
Portrait UI Integration
๐Ÿ”„
Some portraits uploaded, partial placement in ships
Hex UI
โœ…
Dual-language, stylized retro look
Sound Design Bible
โœ…
Complete design document for music and SFX
Language Toggle (H key)
๐Ÿ”„
Working in some systems, not global

Status
KlingonDNA)
OrbitTrigger, orbit speed based on distance

๐Ÿ”„ PARTIALLY COMPLETE SYSTEMS

Combat System
๐Ÿ”„
Ships spawn and rotate, no weapons or health yet
Attract Mode
๐Ÿ”„
AI captains spawn; battle starts, but some features like exit key and Klingon prompts broken
Quote System
๐Ÿ”„
Concept planned; random quotes work in some cases
Crew DNA
๐Ÿ”„
Exists, not fully active in behaviors
Colonist Behavior
๐Ÿ”„
Spawns and seeks huts, but pathfinding/gravity incomplete
Realspace Planets
๐Ÿ”„
Procedural gen exists, needs activation logic
Atmospheric Planet Layers
๐Ÿ”„
Visuals coded, needs polish or rollback
Captain Portrait in Ship
๐Ÿ”„
Assigned to ship bridge, not yet animated
Start Screen > Captain > Launch Flow
๐Ÿ”„
Functional flow path, not finalized

Status

โŒ SYSTEMS NOT STARTED

Combat Mechanics (Firing, Damage)
โŒ
No projectile or damage systems yet
Saving/Loading Game
โŒ
Not started
Events / Quest System
โŒ
No framework implemented yet
Alien Life / Creatures
โŒ
Approved concept (xenomorph etc), not yet coded
Crew Task System
โŒ
Idea exists, no implementation
Full Crew UI / Morale
โŒ
Needs full visual/stat tracking
Trading / Cargo Mechanics
โŒ
Not implemented yet
Audio in Unity
โŒ
Sound files/styles exist, nothing in-engine

Status

๐Ÿงญ Attract Mode Progress

Idle-activated mode
๐Ÿ”„
Fake Klingon space battle
๐Ÿ”„
โŒ
Random captain quotes
โœ…
Exit on keypress
โŒ
Font rendering
โŒ
"H" key for bilingual display
โœ…

Status
<< RUCH >>)

๐Ÿš€ Captain Select & Outfitting

4โ€“6 Captains / Traits / Quotes
โœ…
Portrait and DNA integration
๐Ÿ”„
Klingon + English Name
โœ…
Outfitting System
๐Ÿ”„
Item Store (Honor-based)
โœ…
UI Icons + Labels
โœ…
Trial-and-error friendly design
โœ…


Updated 2 days ago
Published 7 days ago
StatusReleased
PlatformsHTML5
AuthorDerrickMoore
Made withUnity

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