So I guess I’m making a game innit.

Software Engineering in the Abrams Trek Age

So I guess I’m making a game innit.

September 3, 2017 Protectorate 0

Yep. I’m making a game. Not only is it my first game, it’s pretty bloody ambitious. i don’t like doing anything small though so I guess we’ll see how it goes.

I still haven’t found a way to sum up this game in terms of what it is or what other games it’s like. The few people I’ve told about this project have asked me the question and I’ve always started with an insecure utterance.


Sim City in space meets Deep Space Nine I guess?

I’ve always loved the concept of people living day to day in space. I’m a huge Star Trek fan and I’ve always been one of those people who enjoyed DS9 for the political element. So when I was thinking about what kind of game I wanted to set out to create, I thought about what kind of game I would most enjoy playing.

Star Trek Online came pretty close for me to replicating the kind of experience I was looking for. In spite of how much I enjoyed walking along the promenade and seeing the usual characters hanging out in Quark’s bar, it felt more like a museum than a living environment I could take hold of and start my own story within it.

So here is Protectorate. (Or the very very early stages of it’s development any way.)

In Protectorate you are a human captain commanding the Terran Union’s outpost in deep space. Orbiting a planet of your choice, your goal is to keep your station up and running, to keep the population alive, to serve the interests of the Terran Union (or your own) and to run the best space bars this side of Wolf 359.

I’m about three months into devlopment at this stage and I plan to throw all my new updates along the long creative journey that is making a game from scratch here from now on. If anything it will be cool to look back and see how much progress has been made, which I’m sure any other game developers out will agree, you need reminding sometimes that things are moving forward.

For now, here are a few screenshots of some of the things I’ve made so far.

Main Menu

The most up to date main menu is pretty basic. Staying minimalist for now.

contract Brittel.PNG

Players choose from several planets based on ‘orbital contracts’ which outline some of the game’s objectives and rewards.

in orbit

Once they have started a new game, the player finds themself in orbit around their selected planet in the year 2371. (Placeholder station asset in orbit)



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