Vector Klingon Game
6/22 here's a previous version, much farther along,
https://derrickmoore.itch.io/klingon-game-2022
(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)
### **Ship Controls**
* `W` or `↑` – Increase thrust
* `S` or `↓` – Decrease thrust
* `A` or `←` – Rotate left
* `D` or `→` – Rotate right
* `F` or `End` – Full stop (cut thrust & rotation)
### **Engine Boost & Thrust Presets**
* `Left Shift` – Temporary thrust multiplier
* `7–0` – Preset thrust levels (100 to 1,000,000)
### **Camera**
* `Q` – Zoom in
* `D` – 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. You’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**.
---
### Features
* **Procedural Captains**: Each with distinct stats like Fear, Glory, Honor, and more (`D–L system`), affecting behavior and ship layout
* *Custom Starships**: Built dynamically based on captain traits — weapons, power, sensors, even aesthetics
* **Explore & Survive**: Visit alien worlds, resupply at Klingon colonies, and face random space hazards
* **Honor Is Currency**: Everything costs reputation — lose it, and even your crew might turn on you
* **Old-School Controls**: Thrust, rotate, orbit, and zoom using keyboard-based flight controls
* **Arcade-Inspired**: Includes an idle-mode "attract screen" with simulated battles and flashing Klingon prompts
* **Bilingual Interface**: Toggle between Klingon and English (via the "H" key)
* 💀 **Permanent Death**: Blood spilled is permanent. No save scumming. No reset.
---
### Goal
**Command a ship. Lead your crew. Die with honor — or live with shame.**
Development Log
6/19 – 🔄 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). ✅ 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 – ✅ Set up a few UI buttons linked to test areas/scenarios for gameplay systems.
6/16 – 🔄 Not finished, but focused on Klingon vector-style ships and building AI flight behavior. Translating other systems in the background.
Game Overview
✅ CORE GAME SYSTEMS (Functional)
Captain Generator
✅
Klingon Ship Generator
✅
Procedural, based on captain stats
Thrust System
✅
Uses W/S, DNA influences movement
Orbit System
✅
Power System
✅
Conduits control output; functional
Sensor System
✅
Collider expands and pings targets
Interior Generator
✅
Procedural triangle/trapezoid design
Portrait UI Integration
🔄
Some portraits uploaded, partial placement in ships
Hex UI
✅
Dual-language, stylized retro look
Sound Design Bible
✅
Complete design document for music and SFX
Language Toggle (H key)
🔄
Working in some systems, not global
Status | |
---|---|
KlingonDNA) | |
OrbitTrigger, orbit speed based on distance | |
🔄 PARTIALLY COMPLETE SYSTEMS
Combat System
🔄
Ships spawn and rotate, no weapons or health yet
Attract Mode
🔄
AI captains spawn; battle starts, but some features like exit key and Klingon prompts broken
Quote System
🔄
Concept planned; random quotes work in some cases
Crew DNA
🔄
Exists, not fully active in behaviors
Colonist Behavior
🔄
Spawns and seeks huts, but pathfinding/gravity incomplete
Realspace Planets
🔄
Procedural gen exists, needs activation logic
Atmospheric Planet Layers
🔄
Visuals coded, needs polish or rollback
Captain Portrait in Ship
🔄
Assigned to ship bridge, not yet animated
Start Screen > Captain > Launch Flow
🔄
Functional flow path, not finalized
Status | |
---|---|
❌ SYSTEMS NOT STARTED
Combat Mechanics (Firing, Damage)
❌
No projectile or damage systems yet
Saving/Loading Game
❌
Not started
Events / Quest System
❌
No framework implemented yet
Alien Life / Creatures
❌
Approved concept (xenomorph etc), not yet coded
Crew Task System
❌
Idea exists, no implementation
Full Crew UI / Morale
❌
Needs full visual/stat tracking
Trading / Cargo Mechanics
❌
Not implemented yet
Audio in Unity
❌
Sound files/styles exist, nothing in-engine
Status | |
---|---|
🧭 Attract Mode Progress
Idle-activated mode
🔄
Fake Klingon space battle
🔄
❌
Random captain quotes
✅
Exit on keypress
❌
Font rendering
❌
"H" key for bilingual display
✅
Status |
---|
<< RUCH >>) |
🚀 Captain Select & Outfitting
4–6 Captains / Traits / Quotes
✅
Portrait and DNA integration
🔄
Klingon + English Name
✅
Outfitting System
🔄
Item Store (Honor-based)
✅
UI Icons + Labels
✅
Trial-and-error friendly design
✅
Updated | 19 days ago |
Status | Released |
Platforms | HTML5 |
Author | DerrickMoore |
Made with | Unity |
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