• YGRIS (Yuri Gagarin’s Race Into Space)|
This is a preliminary page of the website's English version that will probably have several chapters.
The website is dedicated to the development of the computer game YGRIS (short for Yuri Gagarin's Race Into Space), which is a space exploration turn-based strategy game. The player is put in charge of a national space agency at the dawn of the cosmic era (presumably 1955). He or she manages funds for a national space program, develops technologies, purchases and tests equipment (rockets, space capsules, etc.), builds space centers, recruits and trains spacemen, schedules and launches space missions, spies on the opponents, etc.
For more information please see the Game Description document. So far, unfortunately, it's the only development document available in English. However, it could be used to obtain a basic vision of the game. Some aspects described in the document (e.g. Multiplayer option with 4 players) are under debate and their implementation is not decided. The tables in the Appendix sections of the document are mostly for the sake of illustration – the real data are more developed.
If you would like ask any questions or even to contribute to the creation of the game please e-mail Max Bakaev <firstname.lastname@example.org>, a team member responsible for communication with foreigners.
The game idea was heavily inspired (to say the least) by the game BARIS (Buzz Aldrin's Race Into Space) released in 1992. Indeed, YGRIS is going to be a remake of BARIS to some extent, but here are some differences:
- Longer term. The game is going to be not just about the Lunar Race, but will last approximately from 1955 to 2010. The game goal will be either to win more prestige points or to establish a base on Mars.
- Naturally, that means more equipment is available, even those that didn't go into production in reality, as well as more paths available in the game. However, the historical environment will be carefully reproduced.
- Technology tree introduced to ensure more reasonable development of space exploration, from both the technological point and supporting ideas. E.g. you if try to send people to Mars without researching enduring space flights first, their chances to succeed are, er, minimal.
- Improved gameplay. Fewer catastrophic failures if equipment and technologies are reasonably developed. Lower negative effect of failures (e.g. spacecrafts' safety is not reduced; however, launches can be banned). Many other aspects of space missions are more predictable.
- Improved space missions. Space missions are not fixed, but are defined with a special constructor.
- Extended economic model with the possibility to conclude and execute contracts with government and private companies, launching spy and telecommunication satellites, etc.
- Extended multiplayer option that may include the European and Chinese space agencies (i.e. up to 4 players). However, this is still under debate.
- More multimedia materials - hopefully. We're still looking for more.