To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
Working on HUD... It's ugly...
And I finally made 100% my ship!
So today is my birthday and I have got small gift for you:
StarStrategy .11
I forgot to write in readme.txt that it is possible to change game graphics options in Settings file 🙂
Yay! Pink ship!
StarStrategy Prototype 9 > StarStrategy 11----changelog:-fixed camera movement-fixed inis loading-fixed turrets mechanics-fixed bullets mechanics-fixed mouse operations-fixed ship movement (a little bit)-fixed or maybe changed ship models (a little bit)-fixed turn time-fixed team 2 bugs-fixed turn time scale-fixed AI orders-fixed laser hit effect-fixed bugs which I discovered while developing-added ship explosion sound-added warmup-added ship position to mission files-added player team to mission files-added ship models-added explosion scaling-added shield scaling-added grid-added random generated team colors-added HUD elements-added in-game ambient music (thanks to Wolfdeer for music!)-added ship classes-added loading weapons from ini file-added long range laser weapon-readded two players mode (deleted after StarStrategy prototype 7)-deleted menu for some reasons-and much, much more but I don't remember... 😀
Download: https://www.dropbox.com/s/kd938gz5h6wxg6y/StarStrategy.zip
I'm waiting for suggestions, bugs reports, ship modifications (for better gameplay) and AAR (battle reports).
Good hunting 🙂
Happy Birthday 🙂
Thanks, SolCommand.
And one thing - do you know this ship 😉 ?
It somehow looks rather familiar :p
Well... It's your Sledgehammer (anno Domini 2009) 😀
And btw. Have you got bigger turrets models (navy 12" and higher)?
Uhmm, not that I can remember. You've got something particular in mind ? I'll have a look over it and maybe I can put something together.
I was thinking about mix of WWII Navy high calibre turrets (for example Bismarck-class or Iowa-class) and future turrets (Vaygr or Sulaco).
Hmm... My scanner is not working and I can't scan my sketches... I'll try to redraw some with mouse and show you.
EDIT:
e.g. I have just made this cannons (big ones):
Working on the HUD 🙂 I've changed grid (last screenshot) - what do you think about it?
Some battle improvements.
Weapons, weapons, weapons! You will like them. Fake turrets (like in older prototypes), and gun batteries are currently under development. More weapons types and major battle mechanics changes.
3331 it has been a while since I read this thread, but what great advancements in every aspect since your very early version. You still using construct(1or2)?
But I like your graphic styles, it reminds me somewhat of a mix between Galaxial and Flotilla.
I will create a download folder for StarStrategy so you can upload your game there as well, more people check this out the better 🙂
Update: Added the download area for ya 3331
http://spacesimcentral.com/ssc/files/category/159-star-strategy/
Thanks, DarkOne!
Yes, I'm still using Construct Classic (1) as engine but I'm using Python more.
I'll upload latest release 🙂
I had a try at the game this morning and it's very fun. You don't have many options to play around with but for something so new and in alpha stage I wouldn't expect otherwise. Seems that, as I said previously, the graphics won me over as I just love the Homeworld-ish setting.
If in the final game version you can create space stations, colonize and manage planets, protect your territory/empire, then I see no reason for this game not to become very popular on the market.
At the beginning I aimed for turn-based tactical game but right now I've got some nice ideas.
Okey, about current development: I'm working on battle mechanics, made fake turrets, batteries, bullets and now It is time for FCS (Fire Control System).
And what do you think about new shields?
I like the damage and the shields look great.
On the shields have some thoughts, personally I like the fact that you use a similar shade of the ships color for the shield and was wondering how will you should the weakening of the shields visually? Is is possible to have the color slowly fade until it is nothing? And will weapons fire show impacting the shields or the ship itself?
Still long way before next release 🙂
And I'm still forgetting about shields weakening ;D Okey, I will add it to todo-list 😉
Since its been about two months since the last update, anything new 3331?
Have you thought about the actual physics involved with using focused energy weapons in space.
First energy weapons fired in a vacume will travel a good distance but will loose a lot of their punch, so bare in mind when setting ranges.
Now solid projectiles do not, kenetic energy weapons will retain the same amount of punch as they had when fired, shields will not always be able to stop them, you should facter in a verable for shield penatration. One last comment, gun size doesen't realy matter if using solid projectiles. ( Railguns firing a 500lb payload will in vacume make an impressive hole in hull plaiting.