Star Trek : Freelance is a non-commercial game development project originaly designed as a modification for Raven Software's, Star Trek : Voyager – Elite Force. Freelance takes place approximately nine years after the tenth Star Trek film Nemesis. The player takes on the roll of Commander Peter Callum, an experienced first officer who is about to receive command of his own

The Player will have to use a combination of tactical, investigation and diplomatic skills to progress through a highly interactive and non-linear gaming experience. The player will be able to traverse a large region of space, interact with their crew and alien cultures, explore and fly their own ship and collect new weapons and items to assist them on their mission.

Freelance will include:

A massive non-linear story reaching across the galaxy.
A fully interactive NPC set that you can converse and form a relationship with.
A fully functional flight system allowing you to fly your ship from system to system.
A comprehensive interface allowing you to go from Bridge Commander to Away Team leader in a manner of seconds.
A fully branching skill tree allowing you to specialize your character in Combat, and non-combat skills.

Freelance allows you to to enter the shoes of a Federation Captain. Where will you go? What will you do? You are in command!

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Freelance to go stand alone.

After careful thought from all of us here at Star Trek : Freelance, we have decided to create an engine specifically for the game. As a result it will no llonger be a modification for the original Elite Force game created by Raven Software. Below are some images of the Archer Class Bridge that have been successfully ported over to our new graphics engine IrrLicht.

IrrLicht is an open source graphics engine which supports DX9, "insted of EF's original DX7" and some advanced features such as dynamic lighting, bump mapping and higher model complexity. It might take some time before we are able to fully integrate what we have in EF into the new engine, and we will need to code all of the existing features and gameplay from the original game into IrrLicht.

We will be attempting to bring in some more people to help with this transference. This creates an exciting opportunity for Freelance and the future players. We will if course keep everyone informed of our progress, but expect a drop in visual media over the next few months while we focus on the code.

Bridge Shot 1:

Bridge Shot 2:

Ready Room Shot:

Conference Room Shot:

Please note: The weapon on screen is from a test project that comes with IrrLicht, and will not be featured in the final game. Also these image only express the graphics engines support of Freelance materals and not the advanced features that are yet to be implemented.

Dialogue Screen Implemented

After several days of tinkering we finally have a working version of the multiple choice dialogue screen. This screen will be used during conversations with in game characters to select what you want to say. How it will be worded is as of yet undecided. We are currently thinking of having a summarised line to express roughly what your character will be saying for each choice and have already implemented a 'Intimidate' and 'Persuade' feature that will appear in green and red, similar to Mass Effects 'Paragon' and 'Renegade' Choices. Below is a test image of the implemented screen. We are also in the process of replacing the font as the original EF font looks a little out of place.

Star Trek : Freelance - Callums Dream

Star Trek : Freelance - Callums Dream

Demo 2 comments

This is the Freelance spin off mod, Callum's Dream. It is based around Freelance's storyline, however it does not contain any of the new features of Freelance...

Comments  (0 - 10 of 22)
percydanvers
percydanvers

I just discovered this, got excited about it and saw it was dead in the space of the last three minutes. Talk about an emotional rollercoaster.

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immortalfrieza
immortalfrieza

It is extremely rare that any of the actually worthwhile mods for any game actually get finished.

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masterbuilderjj
masterbuilderjj

how can we get free lance once it is out? do we buy it or can we download it.

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Aurdos
Aurdos

He's dead, Jim! Another Trek mod bites the dust.

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Omegabigb
Omegabigb

sadly deu to, a too small staff, griffan endurance has posted on his site that freelance is cancelled, it will not be worked upon and nothing more of it will be released.

a shame too see such a fine mod die.

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inu358
inu358

If you allow, I would like to ask a question. What era will it be? TNG? Post-Nemesis? I would really love to know.

P.S. Great news with the Standalone.

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GriffinEndurance Creator
GriffinEndurance

2388, so post-nemesis

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NCC-1701
NCC-1701

So, if I understand this correctly the gameplay in this should be like a cross between Elite Force and Bridge Commander. Is that correst?

If so that would be AWSOME!!!! I have always wished that there would be a Star Trek game like that. (and not just a RP mod like RPG-X).

I have seen every episode of TOS, TNG, VOY, and I have seen every Star Trek movie ever created (I own most of them). I think that ya'll have done a very good job with making your environments look like something right out of Star Trek.

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GriffinEndurance Creator
GriffinEndurance

When I was first designing Freelance (Still designing all the time) I was considering BC style controls and interactions. However making it as advanced a flight system as BC would be like making two complete games insted of one. We then come to the conclusion that a more legacy, or SFC style flight mode should be used. You will still be able to command the bridge (not sure to what level yet) but you will not have the full 3 axis, flying "upside down" style and crew automatically piloting your ship functionality. Primaraly however I will say that Freelance focus's more on the environments and characters rather then the space combat.

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NCC-1701
NCC-1701

Ah, I see. Well, I am disapointed that you have taken Kahn's 2-dimensional view of space combat but it still looks like a great game.

I understand that you didn't want to have to make 2 complete game, but it would have been really great to have at least a little more BC like space gameplay. Even if it was only similar to the exterior view part of BC were you had to do everything yourself.

Anyway, I am still very impressed by the modelling, texturing, etc... in your game.

(BTW, if you don't understand the reference to Kahn then either watch the nebula scene from "Wrath of Kahn" or simply ignore my comment but I couldn't resist throwing that in there.)

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