[HN Gopher] An Open Source Multi-Player Starship Bridge Simulato...
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       An Open Source Multi-Player Starship Bridge Simulator for Linux
        
       Author : marcodiego
       Score  : 305 points
       Date   : 2021-08-29 03:52 UTC (19 hours ago)
        
 (HTM) web link (smcameron.github.io)
 (TXT) w3m dump (smcameron.github.io)
        
       | smlacy wrote:
       | How does this compare to Artemis?
        
         | trynewideas wrote:
         | It doesn't. If you want something closer to Artemis, try
         | EmptyEpsilon.
        
       | Kinrany wrote:
       | Another game in this genre, but 2D is Lovers in a Dangerous
       | Spacetime.
        
       | chrischen wrote:
       | I've always wanted to try Star Wars bridge simulator but haven't
       | due to the high cost and mediocre reviews.
        
         | treve wrote:
         | You're probably talking about Star Trek, but I can confirm. Me
         | and a few friends got this (some of which with VR) and it feels
         | like a fantastic premise, but it's very linear and it has very
         | little content. It feels more like a demo than a full game.
         | 
         | Desperate for more in this genre we ended up playing a bunch of
         | Pulsar: Lost Colony. It has a lot more depth (but can be a bit
         | rough around the edges).
        
           | chrischen wrote:
           | I'd imagine Bridge simulation is pretty close to actual naval
           | vessel operations. If something like this doesn't exist then
           | someone should make a naval vessel simulator and adapt it.
        
             | dividuum wrote:
             | There's Carrier Command 2: https://store.steampowered.com/a
             | pp/1489630/Carrier_Command_2
        
               | AlexAndScripts wrote:
               | I've been playing CC2 a lot. It's got a steep learning
               | curve and some bugs but is brilliant with friends.
        
               | sprkwd wrote:
               | Wow. That must've one of the longest gaps between
               | releases.
        
           | mhh__ wrote:
           | I think it's a fundamental limitation of video games. Unless
           | you are playing against other people, you are never really
           | _somewhere_ and I think that shatters the illusion. The same
           | way that  "holding" a gun in VR is really impressive, but the
           | headset can't mimic the wind in your face or cool spray of
           | the sea - these issues, I think, don't arise with 2D games
           | because there are too far away from the uncanny valley.
           | 
           | You and your friends in charge of a spaceship would probably
           | feel like commanding a PBR in Vietnam, but I don't think a
           | game can capture that Vibe (it's a cheap term but I genuinely
           | think it fits).
           | 
           | Pulsar looks cool though, will check it out.
        
             | krisoft wrote:
             | > I think it's a fundamental limitation of video games.
             | 
             | I don't think so. Game design is a whole art form in
             | itself. Some games suck at it and some games succeed. I
             | haven't played with the linked game, but played with
             | Artemis. That one sucked. The good part of it was being
             | nerdy and role-playing out a fantasy with friends. The bad
             | part was that after the first "battle" engagement we
             | quickly learned that the enemy is very predictable and the
             | game won't provide any challenges to us. Basically yelling
             | "Aye captain, proton torpedo loaded" was fun, rolling up to
             | the next sprite and demolishing it within seconds no matter
             | what "tactic" we employ was not fun. Basically our mistakes
             | didn't matter, and we just had to shoot down everyone who
             | was moving about. There were no commercial traders,
             | everyone comms contacted immediately opened fire on us.
             | Furthermore there was nothing we were protecting other than
             | our own skin. The game forced us to be amnesic murderhobos
             | going nowhere, doing nothing of value.
             | 
             | > You and your friends in charge of a spaceship would
             | probably feel like commanding a PBR in Vietnam
             | 
             | I never commanded a PBR in Vietnam, but I don't think you
             | did either. Probably you have a feeling of what you think
             | it means, maybe action? Daring charges? High speed chases?
             | Maybe inspired by the plot of Apocalypse Now?
             | 
             | In reality it was probably 95% boredom, batting mosquitos
             | and flies away, trying to stay hydrated, and maintaining
             | the bilge pump while doing routine boring work. Punctuated
             | with 5% "damn, we are dead because we just got ambushed" or
             | "damn they are dead because we got the jump on them".
             | 
             | A realistic PBR simulator would suck. One written to follow
             | the feeling or vibe you were thinking when you wrote that
             | sentence? Now that would rock!
             | 
             | Making a bridge simulator is really hard. You are not just
             | balancing one experience but a different one for each crew
             | member. In a real ship if engineering is bored out of their
             | mind 99% of the time that's not a bad thing, in a game that
             | means you just ruined the experience to one of the players.
             | You have to keep all of your players busy, and occupied
             | with meaningful choices, while not pushing them
             | accidentally into task saturation. If you want to make it
             | fun you have to treat each station as a separate game
             | interacting with the others. Which is naturally harder than
             | just making a single game.
        
               | Nullabillity wrote:
               | > In a real ship if engineering is bored out of their
               | mind 99% of the time that's not a bad thing, in a game
               | that means you just ruined the experience to one of the
               | players.
               | 
               | Sea of Thieves solves that pretty cleverly, by having
               | fewer players than roles but letting people switch roles
               | as required. There's no point having anyone man the
               | cannons while you're not in combat.
        
               | thaumasiotes wrote:
               | > There's no point having anyone man the cannons while
               | you're not in combat.
               | 
               | Well, until you find yourself in combat and the cannons
               | won't fire.
        
               | noduerme wrote:
               | >>> Basically yelling "Aye captain, proton torpedo
               | loaded" was fun, rolling up to the next sprite and
               | demolishing it within seconds
               | 
               | Basically every battle sequence in the original Star
               | Trek. It's why they had to invent Tribbles.
        
               | mhh__ wrote:
               | The feeling I was trying to capture was really a notion
               | of "this is _my_ seat " rather than a sense of action. I
               | had long periods of boredom in mind, when I wrote that,
               | and I don't think the game can capture it. I picked a PBR
               | because it came to mind, but really even a large RV would
               | work, if you think about it.
               | 
               | Maybe it can if you have a different brain to mine,
               | that's entirely possible, but I just don't think it can
               | work. I hit a point where the only thing I want is more
               | detail, so you need a holodeck in effect.
        
             | [deleted]
        
             | chongli wrote:
             | _these issues, I think, don 't arise with 2D games because
             | there are too far away from the uncanny valley_
             | 
             | Yeah. This is why I can spend hundreds of hours with a game
             | like FTL: Faster Than Light. Its 2D and very simple pixel
             | art give way to fantastic gameplay rife with difficult
             | decisions and lasting consequences! It would be really cool
             | to have the gameplay of FTL with immersive, high-end VR but
             | I think such a game would never be made due to the risks of
             | alienating the audience.
        
           | Andrew_nenakhov wrote:
           | I think that the best bridge simulator we have is FTL.
        
           | routerl wrote:
           | Hey, check out Artemis. It's the exact same genre as Star
           | Trek: Bridge Simulator, but takes the concept seriously.
           | 
           | https://www.artemisspaceshipbridge.com/#/
        
         | SOLAR_FIELDS wrote:
         | For a somewhat more directed and engaging experience, I
         | recommend Pulsar: Lost Colony (1). It actually just recently
         | (two months ago) saw a 1.0 release after 8 years in early
         | access (2). The best way I can describe the game is that it's a
         | 5-player cooperative FTL-meets-Star-Trek-RPG.
         | 
         | The dev team is pretty small, but from the perspective of
         | having that "Star-trek like experience" they have actually done
         | a pretty good job of really capturing it and making it engaging
         | and fun. Up to 5 people can play cooperatively, but myself and
         | two friends have sunk probably 30-50 hours into the game
         | exploring and progressing (the AI controls the roles that you
         | aren't able to fill). It's also got a pretty active community
         | with games to jump into but it's kind of hard to find other
         | people with equal skill level as you when you are just starting
         | out.
         | 
         | The gameplay is there, but it feels pretty unpolished in terms
         | of bugs and graphical assets and it would really be something
         | special if a AAA studio bought the game and added in some
         | professional-grade assets because it's otherwise a really well-
         | made experience.
         | 
         | [1]: https://en.wikipedia.org/wiki/PULSAR:_Lost_Colony
         | 
         | [2]: https://www.youtube.com/watch?v=_-XbLEvhI_s
        
       | ghoward wrote:
       | I wonder if this could be set up at some kind of conference. I
       | think that would be fun, especially to be the game master and
       | throw the players for a loop. :D
        
         | jon-wood wrote:
         | I've seen Artemis run at a hacker camp before, complete with a
         | tent full of touch screens, a big projector as the main
         | display, and of course an overly large seat for the captain. It
         | was great fun, highly recommend it if you get the chance.
        
       | forgotpwd16 wrote:
       | Seems fun!
       | 
       | >for Linux
       | 
       | Is there a reason that it cannot run on other Unix/Unix-like
       | systems or even Windows?
        
         | jeroenhd wrote:
         | Because it wasn't developed for those platforms? The code
         | itself will probably mostly be portable but there's tons of
         | libraries that also need to be pulled in. Some programs were
         | developed for Windows, some were developed for macOS, and this
         | was developed for Linux, simple as that.
         | 
         | Windows should be able to run it with WSL2 with some extra
         | setup. If you can get all the other dependencies in place,
         | macOS might also be able to run it, I don't know how compatible
         | the macOS windowing system is with the Linux ones. Same goes
         | for the *BSDs.
        
       | pietromenna wrote:
       | The long installation steps are a feature. Seems like the ideal
       | foreplay.
        
       | fgerling wrote:
       | I created a little container image to help building snis:
       | https://github.com/fgerling/snis-builder
       | 
       | My goal is to build a linux iso image with snis preinstalled.
        
       | barbs wrote:
       | How does this compare with Empty Epsilon?
       | https://daid.github.io/EmptyEpsilon/
        
         | smoldesu wrote:
         | This game appears to be more simulation-based, as opposed to
         | EE's more arcade-y style.
        
       | squarefoot wrote:
       | This looks interesting for hacker/gamer spaces, probably also
       | hacker themed pubs, but I wonder if it could be easily adapted to
       | allow the crew to operate their stations remotely, that is, each
       | one at their home. If remotely networked, it could be expanded to
       | have more ships fighting against each other; the kind of game and
       | related voice communications should suffer less from latency
       | which usually plagues first person shooters etc.
        
         | loa_in_ wrote:
         | The author tells about it in this comment section
        
       | agent327 wrote:
       | "So how do I install this game?"
       | 
       | "It's really simple! Here's a specific sequence of 21 shell
       | commands that may or may not work, and is certainly incomplete,
       | and you have to modify some of the source of course, we don't say
       | how but don't worry it is really easy, oh and it won't work on
       | these systems, just hack it until it works. Heh, of course you
       | already have a compiler, why would we even mention it. Then do
       | these 8 shell commands that we really hope will work. And then
       | you get a text-mode menu in your shell, that's the game."
       | 
       | Just in case anyone is wondering why it isn't the year of Linux
       | on the desktop yet.
       | 
       | If you don't see the problem here, you're part of it.
        
         | senko wrote:
         | > Space Nerds In Space was designed with hackerspaces in mind
         | -- where else are you going to find enough people to run a
         | linux-based multi-player LAN game spaceship simulator for Star
         | Trek nerds but a hackerspace?
         | 
         | Doesn't sound like it targets users who expect one-click
         | installs.
        
         | Dylan16807 wrote:
         | > Here's a specific sequence of 21 shell commands
         | 
         | Almost all of those are just "apt install" and could be easily
         | done with no command line.
         | 
         | Then there is "run this command or get this zip".
         | 
         | Then you run the only mandatory command, "make".
         | 
         | > that may or may not work
         | 
         | It will work fine on ubuntu but the dependencies might have
         | different names elsewhere.
         | 
         | It's not great, but at the same time it's better than "Oh this
         | only works on windows X."
         | 
         | > and is certainly incomplete, and you have to modify some of
         | the source of course, we don't say how but don't worry it is
         | really easy, oh and it won't work on these systems, just hack
         | it until it works.
         | 
         | I don't see any of this?
        
         | chucktingle wrote:
         | So, one of my neighbors is a car enthusiast. Can you imagine me
         | walking into his garage, looking at the car he's working on and
         | starting to whine about why I'd need all his tools and special
         | machines in order to get the same car? Who in his right mind
         | wouldn't want to just sit in the car and turn the key?!
         | 
         | That is why it isn't the year of the custom car yet. That
         | person is clearly a part of the problem!
        
           | willismichael wrote:
           | I've been a Linux enthusiast for eighteen years. I started
           | off trying to evangelize it to everybody. At some point I
           | switched my opinion to not recommending it, while still using
           | Linux on all of my home desktop/laptop machines.
           | 
           | I have never quite been able to express why I insist on using
           | Linux while at the same time I don't recommend it to other
           | people until I read this comment.
        
             | marcodiego wrote:
             | I almost never recommend linux. People will have problems
             | regardless of the OS, they will hardly find help to solve
             | their problems if they are using linux. Then someone will
             | arrive and blame linux for the problem and then, the user
             | form now on will avoid and bad mouth it.
             | 
             | These days I only recommend linux for people I know they
             | can handle it AND will have some fun learning how to handle
             | it. Or on the "gramma" computer case where usage scenario
             | is very well defined.
             | 
             | But I still find it fun that people get impressed about how
             | it is possible to efficiently use the computer. For
             | example, copying a file to/from a keychain and unmounting
             | it with a single command and with just a few more touches
             | on the keyboard I can open and start editing the file. For
             | people who expect intrusive warnings when an usb drive is
             | plugged in and lots of clicks to find and copy files, doing
             | all that with a few keystrokes is impressive.
             | 
             | Another trick I use to impress more seasoned users and even
             | developers is the cycle of "apt-get build-dep", "apt-get
             | source", configure, compile and run. People get so
             | impressed that they consider start using linux.
             | 
             | But yes, if you really like it, you'll find people for whom
             | you can recommend it.
        
           | [deleted]
        
       | et1337 wrote:
       | I met the developer of Artemis at an Ohio game developer meetup.
       | Nice guy. The Ohio game dev scene is pretty cool.
        
       | ntnsndr wrote:
       | Just in case some additional decision-making functionality would
       | be useful, we're working on a Lua mod for that.
       | https://gitlab.com/medlabboulder/modpol
        
       | jeroenhd wrote:
       | This web page does a terrible job representing the necessary
       | install steps. It looks super combined but can be combined into
       | three or maybe four commands.
       | 
       | I think it would be massively helpful if the devs would upload a
       | DEB/Flatpak file somewhere instead of having compilation
       | instructions as the primary install method. Sure, if you run a
       | funky Linux like OpenSUSE you need to follow and convert
       | installation instructions, but for Ubuntu (which the guide is
       | targeting) you really don't anymore.
       | 
       | That being said, on Arch (and Arch-derived) systems you can find
       | this in the standard software store under the name snis-git if
       | you've enabled the AUR.
        
         | noduerme wrote:
         | If I understand the point of it, having a militantly unfriendly
         | install process would be a feature, not bug. A Kobayashi Maru
         | if you will. In that sense they probably hit the right
         | audience. Almost enough to make me try it. Problem is I can't
         | justify nerding out on a spaceship ...even if I actually had to
         | work to get there.
        
         | jka wrote:
         | Maybe worth sending a Request For Package[1] in Debian? (that
         | process involves sending an email, or running 'reportbug' at
         | the command-line if you have it installed). Most of the install
         | steps would be rolled into the dependency list by the
         | maintainer, I imagine (and many of them look like they're only
         | required at compile-time).
         | 
         | No guarantees on when it might appear as a package, of course,
         | but it doesn't take long to ask (and hopefully not too long to
         | implement, either).
         | 
         | [1] - https://wiki.debian.org/RFP
        
         | app4soft wrote:
         | > _I think it would be massively helpful if the devs would
         | upload a DEB /Flatpak_
         | 
         | Providing _AppImage_ [0] would be enough for mostly all Linux
         | users.
         | 
         | [0] https://en.wikipedia.org/wiki/AppImage
         | 
         | [1] https://github.com/AppImage/AppImageKit/wiki/Similar-
         | project...
        
         | grae_QED wrote:
         | >This web page does a terrible job representing the necessary
         | install steps. It looks super combined but can be combined into
         | three or maybe four commands.                 git clone <git-
         | repository>; make; make update-assets
         | 
         | It's literally three commands, assuming you have all the
         | dependencies like I did, all of which is written clearly on the
         | project page. Even if you don't have the dependencies, it's
         | trivial to install them. I don't understand what's so terrible
         | about it.
        
       | smcameron wrote:
       | Hi, author here. I'm a little hesitant to wade into these
       | comments, but I'll try to answer a few questions I see popping
       | up, and some that I just made up.
       | 
       | 1. Why do I have to compile the thing myself?
       | 
       | Because packaging on linux is a nightmare. For a long time, Linus
       | Torvalds did not offer linux binaries for his "subsurface" diving
       | program, but did offer them for Windows and Mac. Now there are
       | linux subsurface packages, but Linus doesn't do them himself. If
       | Linus can't be bothered to make linux binaries, you know the
       | situation is messed up. I figure, if the game is good enough,
       | then someone (besides me) will make packages. If that doesn't
       | happen, well, I guess the game isn't good enough. And I'm ok with
       | that.
       | 
       | 2. Why don't the devs do this or that?
       | 
       | "The devs" is mostly just me. I do what I feel like, this is my
       | hobby project that I do for fun.
       | 
       | 3. How does this compare to Artemis/Empty Epsilon etc.?
       | 
       | It's more properly 3D than Artemis or Empty Epsilon. It has a
       | much nicer Lua API for making mission scripts than Artemis's XML
       | based system. It doesn't have as many mission scripts as Artemis
       | or EE. It feels a little more "millenium falcon" than
       | "Enterprise", mainly due to the turret gun, I suppose. I think
       | the planets, especially the gas giants[1] in SNIS look cooler
       | than anything in Artemis or EE.
       | 
       | 4. Why does the game design suck?
       | 
       | It's hard to make a cooperative bridge simulator that's fun at
       | every station all the time. Back in 2012, I heard about Artemis,
       | and thought it was a cool idea, and it seemed like a neat
       | project, so I started working on my own interpretation of the
       | genre. It's hard to know how things will turn out without just
       | trying it. It came out the way it came out (so far). A lot of the
       | fun in this type of game has to come from the participants. With
       | the right participants with the right attitude, it can be pretty
       | fun. Some parties are fun, some are dull. Alcohol sometimes
       | helps.
       | 
       | 5. Why doesn't it run on Windows or Mac?
       | 
       | It used to run on Macs, but then support for OpenGL on Macs
       | became problematic. Maybe someone could get it to run on Macs
       | again, but not me. It will run on Windows using the Windows
       | subsystem for linux, however, the graphics will be software
       | emulated, which is generally not good enough. Trying to compile
       | natively on Windows would be a big job. It uses pthreads
       | extensively, and some other various linux-isms here and there.
       | Windows and Mac were not a priority for me because I don't have
       | either of those machines, and I was mainly interested in playing
       | the thing with my friends. Besides, Windows and Mac already have
       | enough games.
       | 
       | 6. Can you run the game remotely, or does it have to be on a LAN?
       | 
       | Maybe. I've never seriously tried to run it remotely. I have
       | tried it once or twice, with the server running on a digital
       | ocean server in New York, with my clients running in Virginia,
       | and it worked better than I expected it to. It does have a voice
       | chat feature built in (added after COVID appeared), and that
       | seemed to work. But my test was limited to about 5 minutes of
       | messing around, and only a couple of clients. Each client will
       | require about 100k/s of bandwidth. This can be greatly reduced by
       | reducing the number of objects (asteroids and NPC ships) floating
       | around in the simulation, but I haven't really experimented much
       | with running this thing other than on a LAN.
       | 
       | 7. Will it work on a Raspberry Pi 4?
       | 
       | Yes and no. Some stations will work. SCIENCE, COMMS, and
       | ENGINEERING seem to work alright. More graphics intense stations
       | don't work so well (MAIN SCREEN, NAVIGATION, WEAPONS,
       | GAMEMASTER).
       | 
       | [1] https://github.com/smcameron/gaseous-giganticus
        
         | vkoskiv wrote:
         | FWIW, OpenGL on macOS is deprecated, not removed. This means
         | they ship an ancient version and won't provide support.
         | 
         | I messed around for an hour or so, and managed to get it to
         | compile fully on my older macOS 10.12 system. It seems to
         | mostly work, but snis_client just throws up a black screen.
         | Clicking on certain regions on the bottom left/right corners
         | does emit a sound effect, so it _is_ running. Further
         | investigation is in order! I 'll submit patches if I figure out
         | some nice fixes, of course.
        
         | grae_QED wrote:
         | Thanks for sharing your project! I've been messing around with
         | it for the past couple of hours and I gotta say, it's a lot of
         | fun! I really enjoy the aesthetics of it too. You clearly put a
         | lot of thought into it and it really shows. I'm excited to see
         | where it goes. :)
         | 
         | I was wondering, is there any interest in implementing a kind
         | of single/two player mode? Something where, for example, you
         | can operate the weapons systems while being able to do simple
         | navigation durring a battle (essentially evasive maneuvers). I
         | can see something like this being handy with limited players.
         | Maybe this is already feature that I haven't discovered yet.
         | 
         | Either way, it's really cool and I've been having fun with it!
        
         | AkshatM wrote:
         | > Because packaging on linux is a nightmare
         | 
         | I don't like to be contrarian, but, for Debian-based distros
         | specifically: it's not!
         | 
         | Use `dpkg-deb` to create a `deb` file from your executable and
         | upload for distribution. Generate different executables for
         | different target architectures from your compiler toolchain,
         | package them separately as different deb files, and share. It's
         | a one-liner to do this.
        
         | AkshatM wrote:
         | For Debian-based distros, just use `dpkg-deb` to bundle your
         | executables into a `deb` and distribute the `deb`. It takes one
         | line to do this.
        
           | smcameron wrote:
           | If it's a one liner, send me a patch.
           | 
           | BTW, there's a hell of a lot more to package up than just a
           | few executables.
        
           | smcameron wrote:
           | Also, there's _already_ debian packaging stuff:
           | https://github.com/smcameron/space-nerds-in-
           | space/tree/maste...
           | 
           | But I'm not really too interested in distributing packages
           | that will just get out of date.
           | 
           | "git pull; make" is easier anyway.
        
       | edoceo wrote:
       | Well, there went my weekend
        
       | Gigachad wrote:
       | It looks like there is more gameplay in getting the thing
       | installed than the actual game.
        
         | jalino23 wrote:
         | haha
        
         | aftbit wrote:
         | It's really just:
         | 
         | 1. apt-get install some deps 2. get the source 3. call make a
         | few different ways 4. run the binary
         | 
         | Really not that complicated. If you wanted to, you could make a
         | flatpak, docker container, appimage, snap, deb, rpm, or
         | whatever for your OS in a few minutes and save everyone else
         | the install.
        
           | criddell wrote:
           | That's still kind of nuts when you compare it to how you
           | install application on the other major desktop operating
           | systems.
        
             | 10000truths wrote:
             | It's not the OS's fault that the developer's application is
             | hard to run out-of-the-box. If the developer wanted to make
             | it easy, he could just build a .deb, host it on his own PPA
             | and ask people to install it with apt-get.
        
           | perl4ever wrote:
           | My idea of a simple intuitive process is ./configure; make;
           | make install.
           | 
           | Is that deprecated for some reason these days?
        
         | datameta wrote:
         | What a low effort way to put down someone's efforts. Is your
         | issue with Linux? That's not up to the dev. Is your issue with
         | the game? How about some constructive criticism?
        
         | fhars wrote:
         | As they say, "I love games, my favorite it the multiplayer text
         | adventure called Unix."
        
           | perl4ever wrote:
           | I never liked vi or emacs, but when I learned the basics of
           | vi, I was amazed how similar it is to nethack.
        
       | xwdv wrote:
       | I'm tired of these kind of space themed exploration games. Why
       | not do some kind of exploration game where you get shrunk down to
       | microscopic size and explore a human body and fix problems or
       | deep sea exploration aboard a submarine?
        
         | theelous3 wrote:
         | Because space is fuckin rad
         | 
         | Also, Subnautica. Also also, barotrauma. And piles of submarine
         | combat games.
         | 
         | I don't think people want to play human body repair games,
         | typically. Putting existential woes on hold is usually a nice
         | side effect of games.
        
       | walshemj wrote:
       | Interesting Roll20 and other TTRPG clients could do with a better
       | support for Starship combat for Traveller Starfinder and the
       | Expanse
        
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