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- Add content to the new game pages NOTE: This is just a start. There will need to be a lot of work done to fully capture these properly.
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Original file line number | Diff line number | Diff line change |
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--- | ||
layout: page | ||
title: "Vega Strike: Upon The Coldest Sea" | ||
title: "Vega Strike: Upon the Coldest Sea" | ||
sectionid: Games | ||
permalink: /games/vs-upon-the-coldest-sea/ | ||
--- | ||
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TODO: Information about Vega Strike: Upon The Coldest Sea | ||
 | ||
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## About | ||
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VS: Upon the Coldest Sea was originally developed by Daniel Horn and joined by many others to create | ||
a space simulation game in the style of [Elite](https://en.wikipedia.org/wiki/Elite_(video_game)), and | ||
[Chris Roberts](https://en.wikipedia.org/wiki/Chris_Roberts_(video_game_developer))' [Wing Commander Series](https://en.wikipedia.org/wiki/Wing_Commander_(video_game)). The VS Developers created their own storyline which became | ||
Vega Strike: Upon the Coldest Sea. | ||
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The Vega Strike Engine was started in 2001 by the Daniel Horn and originally hosted at Source Forge. | ||
After many years of development life happened and the team departed. In 2019 a new team of developers | ||
stepped up to continue the efforts and ressurrect the games and the revolutionary space simulation | ||
engine that drove them. |
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--- | ||
layout: page | ||
title: "Vega Strike Universe: Black Paralysis" | ||
title: "Vega Strike Universe: Black-Paralysis" | ||
sectionid: Games | ||
permalink: /games/vsu-black-paralysis/ | ||
--- | ||
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TODO: Information about Vega Strike Universe: Black Paralysis | ||
 | ||
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NOTE: Much of what is said here is adapted from the original VSU: Black-Paralysis website as discovered at [Source Forge](https://sourceforge.net/p/black-paralysis/). | ||
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## About | ||
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VSU: Black-Paralysis was originally developed by Daniel Aleksandrow (dandandaman). The ideas for it started | ||
forming in August 2002. At that stage it had become apparent that Vega Strike was becoming more like Privateer, | ||
and less like Wing Commander in terms of game-play. Although happy with this, he wanted more. So he planned | ||
to develop a companion data set to Vega Strike, set in the same universe, but with more of a Wing Commander feel to | ||
it. What is now in development is based on the third iteration of Daniel's work that was hosted at [Source Forge](https://sourceforge.net/p/black-paralysis/). | ||
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### Background from Daniel Aleksandrow | ||
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The first title, for those interested, was thought up the day of the decision to create the mod, not written down, | ||
and forgotten the day after. It was, as far as I can recall, the perfect name. However, over the next week I was | ||
completely unable to recall it. Hence, with the need to name the folder containing my working data, I came up with | ||
Black-Paralysis. | ||
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For a variety of reasons, not the least of which is my inbuilt skill for putting off large projects, nothing much | ||
has happened since. Only recently has my interest been rekindled to a significant extent. Hopefully, from here on | ||
out, development might actually move forwards. | ||
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Set about 50 years after the events in the standard Vegastrike universe, the core of the game will revolve around a | ||
set of systems used by the Confederation for various types of high level research and development. Isolated from the | ||
core of the jump network, an Aeran exploration party drops, undetected, out of SPEC. With isolation the main line of | ||
defence, what little security exists within these systems is overwhelmed by the alien force, and much in the way of | ||
research, personnel and facilities is lost before reinforcements, in the form of a scheduled SPEC convoy, arrive. | ||
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The player will be dropped into the middle of that, when the Aera first arrive. What happens next isn't quite a matter | ||
of "I don't want to spoil it", but rather, "I haven't decided". | ||
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At the moment this is a one man effort and development is rather slow, if you think this sounds cool and want to start | ||
helping (experience with Vegastrike would be a bonus, but not necessary), then drop me, dandandaman, an email | ||
(address available from the sourceforge project page). | ||
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-- Daniel Aleksandrow | ||
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### Thanks and Recognition | ||
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Much thanks is due to Daniel Aleksandrow for what was built and we'd like to continue honoring him through | ||
the ressurection of VSU: Black-Paralysis and its inclusion in our formally supported game assets. | ||
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## Continuing the Vision | ||
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When we found VSU: Black-Paralysis it had been idle for many years. As with many things in the Vega Strike projects | ||
it had fallen dormant. Reading through Daniel's information the game seemed to fit with some of the goals of the | ||
development team to have some small game assets that were more limited. Our hope is to update the game to use | ||
the latest game engine and be able to restore it to what it was prior; then perhaps iterate some to continue | ||
providing a basic game that others can learn from and utilize as was the vision set out for VSU: Black-Paralysis. | ||
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You can find the current supported code at [VSU: Black-Paralysis on GitHub](https://github.com/vegastrike/vsu-black-paralysis/), | ||
alongside the other Vega Strike development work. | ||
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## License | ||
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VSU: Black-Paralysis is under the GNU General Public License (GNU GPL) Vesion 2. | ||
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## Releases | ||
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At this time there are no releases of VSU: Black-Paralysis as we are just starting the effort to resurrect it. |