Starstrike: NS 2D!

AgentAgent Members, Constellation Join Date: 2004-02-10 Member: 26330Posts: 82
Hi all,

I'd like to introduce my latest project, known as Starstrike!

Working with a three-man team, total development time is about a year and a half, and the project is at this time around 80% complete. Based very heavily on Natural Selection, the game takes a more familiar RTS format while still holding onto the feel of NS Marine 'Commandermode'.

Some resources from NS (mostly sounds) have been used with Charlie Cleveland's permission.

The game features the familiar Marines vs Aliens, and also sports Marine vs Marine and Alien vs Alien functionality. The game includes base construction, all marine and alien structures, research, supply and weapon drops, jetpacks, heavy armor, mines, all five alien types, a rudimentary AI that is still under development and two test maps for playtesting purposes.

The game is still in Alpha stage and is still a work in progress, but enough of it is ready to play that I thought NS fans might be interested in taking a look. Pretty much all of the Marines content is complete, but you can't play as the Aliens just yet (though you can still do battle against them!). In particular, we are working at the moment on developing the AI and Tilesets into something more polished. In the meantime, the game is playable right now!

If you'd like, please feel free to visit our website at http://www.starstrike.ausleague.com and post any comments you have on the game on our forums!
«1345

Comments

  • tekproxytekproxy Members, Constellation Join Date: 2005-03-11 Member: 44813Posts: 153 Fully active user
    edited January 2008
    I just played an intense game. That is a pretty fun and playable alpha.

    For everyone else, this is like an NS RTS. Definately worth a look. Go download it and check it out.

    I like the style and concept, keep it up.


    Few questions:
    .) Are you working on the pathfinding? This seems to be the most unfinished core function.
    .) How do you place mines?
    .) Are you going to incorporate short cut keys for the build menus? (Your answer should read like this: "Yes.")
    .) How about replacing text in the build icons with pictures of the structures.
    .) Any chance you would reorganize build menus to make them more NS-like? They were confusing me.
    .) Is there any way to ping sweep?
    .) Is it planned for upgrades to occur on a per-structure basis instead of globally? If not: It would be neat!
    .) What about the possibility of AI modding? Seperate configuration from code and allow it to be edited.
    .) I noticed there were multiple maps. How do I change maps? Perhaps a list of console commands?
    .) What about marines moving 1-2 tiles out of their way to get ammo/meds, and if there are 2 marines in the vacinity, the one that needs it most gets it.

    Winning strategy: keep two marines in base, send the rest out with 2 welders to the open area near enemy base. Build an armory and get 2-3 to stand around it while the other builds. Give them all welders asap. They will never die like this. Build sieges outside of their base while armory-humpers ("humpers") defend. Tech up and use 2 in base to defend. Victory.

    [edit]
    Oh and add multiplayer. (I love saying things like that like it's easy to do, knowing full well it isn't.)
    I LIKE FADES.
  • AgentAgent Members, Constellation Join Date: 2004-02-10 Member: 26330Posts: 82
    edited January 2008
    Hey Proxy,

    Thanks for playing our game! I'm glad you enjoyed it. Let's address those questions:

    QUOTE
    .) Are you working on the pathfinding? This seems to be the most unfinished core function.

    Yes. At the moment the game is using a silly little circular pathing algorithm I coded in five minutes as a placeholder until I got something proper in place. I am currently working on an optimised pathfinding algorithm known as "A*". It's very complicated so it is taking me some time to code. It's about 80% complete, just working out some bugs.

    QUOTE
    .) How do you place mines?

    Once a Marine has picked up a pack of mines, move him to the location you want to set a mine and CTRL-Rightclick in a space right next to the Marine and he'll set up the mine on that square. Like NS, you get four mines per pack. Mines are less effective in Starstrike than they are in NS; I'm going to beef them up later on during beta balance testing.

    QUOTE
    .) Are you going to incorporate short cut keys for the build menus? (Your answer should read like this: "Yes.")

    Hotkeys are already implemented and should be present in the version you are playing. They are identical to the default hotkeys in NS - except for the research panel, which is unique to Starstrike. No hotkeys for the research menu at the moment. The hotkeys are a little buggy - you can place stuff you don't have prerequisite buildings or research for using the hotkeys smile-fix.gif You can also use hotkeys to build marine stuff when you are an alien smile-fix.gif These kinks will be worked out as we go.

    QUOTE
    .) How about replacing text in the build icons with pictures of the structures.

    We are still in Alpha: Functionality before Aesthetics. But yes, this is on the To-Do list. Our art lead is currently working on the tilesets; replacement interface buttons will come in time. Most of the graphics we are using at the moment are not final.

    QUOTE
    .) Any chance you would reorganize build menus to make them more NS-like? They were confusing me.

    I am considering this. I like the interface layout the way it is but it is true that they are not the same as NS. We'll see smile-fix.gif

    QUOTE
    .) Is there any way to ping sweep?

    No ping sweep yet; that's coming on the to-do list.

    QUOTE
    .) Is it planned for upgrades to occur on a per-structure basis instead of globally? If not: It would be neat!

    No. The global research pane was implemented as an improvement on the per-structure research system used by NS. You can research multiple items at the same time in this way, and all research options are gathered up in one convenient place.

    <Continued in next post>
  • AgentAgent Members, Constellation Join Date: 2004-02-10 Member: 26330Posts: 82
    QUOTE
    .) What about the possibility of AI modding? Seperate configuration from code and allow it to be edited.

    Yes. This has already been implemented in the current working build, but is not available on the public Alpha posted on the site at this time. When the next Alpha is posted in the coming days, you'll be able to play with this feature.

    QUOTE
    .) I noticed there were multiple maps. How do I change maps? Perhaps a list of console commands?

    It's a console command. Type LOADMAP into the console to see how it works. The console has nothing else of note for testers at this point; just some developer commands that help us debug things.

    QUOTE
    .) What about marines moving 1-2 tiles out of their way to get ammo/meds, and if there are 2 marines in the vacinity, the one that needs it most gets it.

    This is an interesting idea. I will play with it and think of ways to implement it.



    If you have any other questions, feel free to fire them away! I only check the NS forums from time to time however, so you're better off posting questions and comments on the starstrike forums rather than here.

    Thanks for commenting!
  • tekproxytekproxy Members, Constellation Join Date: 2005-03-11 Member: 44813Posts: 153 Fully active user
    Nice response! Oh, and I read more at your website and about half of these questions could have been answered by reading around your site. :-P Thanks for answering them here.

    I await the next release!
    I LIKE FADES.
  • AgentAgent Members, Constellation Join Date: 2004-02-10 Member: 26330Posts: 82
    Has anyone else tried the game? Let us know what you think!
  • AgentAgent Members, Constellation Join Date: 2004-02-10 Member: 26330Posts: 82
    Bump. Still spreading the word about this game and seeking input and feedback from anyone who has tried it out.

    There are several screenshots on the website if you'd like some eye candy. Let us know what you think by posting on our forums!
  • ZaggyZaggy NullPointerException The NetherlandsForum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester Join Date: 2003-12-10 Member: 24214Posts: 3,656 mod
    edited February 2008
    Hmm, downloading..
    <edit2>
    yay at your forums biggrin-fix.gif
    "StarstrikeAlpha1-14-01-08\Starstrike.exe" -1024x768 -32b in the shortcut did work!
    </edit2>

    <edit>
    Hum applied the 16-1 patch, keep getting this error before and after patch:
    image

    Using 32 bit though :/
    image
    </edit>
    imageProud Dutchman image
    Join the Natural Selection IRC channel: #naturalselection on irc.gamesurge.net!
  • AgentAgent Members, Constellation Join Date: 2004-02-10 Member: 26330Posts: 82
    Hey Zaggy,

    Be sure to let us know what you think of the game either here or on our forums!

    Hope you are enjoying the game smile-fix.gif
  • ScytheScythe NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver Join Date: 2002-01-25 Member: 46Posts: 4,372 mod
    Wow. This is really impressive. The attention to detail is fantastic, your armouries even restore health as well as ammo. My biggest bugbear, by far, was the pathfinding, but it seems it's already at the top of your priority list.

    The whole time I was playing it I was thinking "This would make an excellent tutorial." If it were polished up, and the tech tree reformed to exactly resemble the NS one, with building upgrade and all, it'd be a superb introduction to NS.

    --Scythe--
    image
    "Show me an operation that is running smoothly and I'll show you someone who's covering up mistakes. Real boats rock." - Frank Herbert
    image PAPT
  • AgentAgent Members, Constellation Join Date: 2004-02-10 Member: 26330Posts: 82
    QUOTE(Scythe @ Feb 22 2008, 10:05 PM) »
    Wow. This is really impressive. The attention to detail is fantastic, your armouries even restore health as well as ammo. My biggest bugbear, by far, was the pathfinding, but it seems it's already at the top of your priority list.

    The whole time I was playing it I was thinking "This would make an excellent tutorial." If it were polished up, and the tech tree reformed to exactly resemble the NS one, with building upgrade and all, it'd be a superb introduction to NS.

    --Scythe--



    Hey Scythe,

    Thanks for your response. We've tried very hard to make the game as good as it can be, converting the concept to a two dimensional platform while remaining as faithful to the original game as possible. The pathfinding is indeed at the top of the priority list but the compiler we are using is running into difficulties that we are working to overcome. It is taking a little longer than expected but this is the focus of our attention just at the moment (we are implementing an advanced A* algorithm, if you're familiar with the term).

    I hope to have more for you soon: fully functional pathing, user-modifiable artificial intelligence, more complete tilesets and a few other items are just about ready smile-fix.gif Stay tuned!
  • tekproxytekproxy Members, Constellation Join Date: 2005-03-11 Member: 44813Posts: 153 Fully active user
    I check for updates at your site every other day. :-P

    I've shown it to a few friends and they also thought it was cool. I'm really in need of a simple but fun game to play when I'm not saving orphans or putting out fires... Something to help me relax that is not comp ns.

    Keep it up as I am looking forward to the next release. smile-fix.gif
    I LIKE FADES.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The NetherlandsMembers, NS2 Playtester, Squad Five Blue Join Date: 2003-05-13 Member: 16271Posts: 15,782 Advanced user
    lemme get my custom ns smiley collection out

    imageimageimageimage

    Guardian of the "magic cookiejar" 

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

    Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting

  • AgentAgent Members, Constellation Join Date: 2004-02-10 Member: 26330Posts: 82
    QUOTE(tekproxy @ Feb 23 2008, 01:24 PM) »
    I check for updates at your site every other day. :-P

    I've shown it to a few friends and they also thought it was cool. I'm really in need of a simple but fun game to play when I'm not saving orphans or putting out fires... Something to help me relax that is not comp ns.

    Keep it up as I am looking forward to the next release. smile-fix.gif



    I'm glad you're so keen for the next release!

    However, it could be a little while; there is actually a problem with the compiler and we are in cooperation with its developer to correct a rather fundamental issue that we didn't expect to encounter in a professional package. When the compiler bug is corrected, I expect to have a* pathing fully functional in less than a day, but until the bug is fixed by its developer I can't proceed. I have been given no ETA, so I have no idea how long it will be.

    I am chomping at the bit, actually, but as soon as he takes care of his end I'll take care of mine, and there will be a new release on the official site! I'll keep everyone informed on this thread.
  • tekproxytekproxy Members, Constellation Join Date: 2005-03-11 Member: 44813Posts: 153 Fully active user
    What compiler are you using and why are you using it instead of the many other free compilers out there?
    I LIKE FADES.
  • AgentAgent Members, Constellation Join Date: 2004-02-10 Member: 26330Posts: 82
    QUOTE(tekproxy @ Feb 24 2008, 05:10 PM) »
    What compiler are you using and why are you using it instead of the many other free compilers out there?


    There's only one compiler for the language we're using, so we're stuck with it smile-fix.gif It's actually quite good, the bug we've found in it has gone undetected for about four years. The developer is working on the problem now, and once he releases a patch I'll be able to get a* pathing working and the next release will come!
  • SLizerSLizer Members, Constellation Join Date: 2003-11-07 Member: 22363Posts: 1,301
    will DL tomorrow!
    The place of refugee
    I really dont eat and stuff its just that sometimes I transform into a cuddly tiger.
  • tekproxytekproxy Members, Constellation Join Date: 2005-03-11 Member: 44813Posts: 153 Fully active user
    I need more info, man! I'm a programmer and I'm interested in such affairs. What's her name? What is she like? nerd-fix.gif
    I LIKE FADES.
  • AgentAgent Members, Constellation Join Date: 2004-02-10 Member: 26330Posts: 82
    Hello all,

    I am pleased to announce that the pathing issue has been resolved and the A* pathfinding algorithm is now fully functional. All your pathing woes are gone; look for a new release on the site within the next few days!

    Tek: The language used by the development team is called Dark Basic Pro; nobody's ever heard of it, but it's very powerful and exactly what we were looking for when deciding on an environment to work with. Because it's developed by a private company, the only compiler for the language is their commercially released one. The problem with the compiler has been recently resolved and the algorithm is now functioning at full speed. I'll go into it in a bit more detail in the developer blog on the site when I post my next update in the next couple of days along with the new release.

    A few more tweaks and adjustments and I can get started on the multiplayer functionality! Junkers is continuing work on the tilesets and other graphical assets, so I hope to have some improvements in that regard soon as well.
  • tomestomes Members Join Date: 2003-04-15 Member: 15524Posts: 49
    i haven't played this game but i remember http://members.optushome.com.au/sektor/ihw/index.htm. greetz
    www.natural-selection.pl - polish ns community.
    #ns.pl & #bos.ns -> quakenet
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    NSplayer since November 2002.
  • AgentAgent Members, Constellation Join Date: 2004-02-10 Member: 26330Posts: 82
    Hi Tomes!

    In Harm's Way is officially dead now. I reached a certain stage of development with it and decided I just wasn't happy with the engine at all, so I scrapped the entire project and started again: Say hello to Starstrike!

    It's a thousand times better than Harm, so if you enjoyed Harm you really need to check it out. Be sure to let us know what you think on our forums! smile-fix.gif
  • tomestomes Members Join Date: 2003-04-15 Member: 15524Posts: 49
    Yep, its really better than IHW ;] But there are still some bugs to fix like shooting turrets without TF. Anyway GJ
    www.natural-selection.pl - polish ns community.
    #ns.pl & #bos.ns -> quakenet
    IPB Image
    NSplayer since November 2002.
  • MisfireMisfire Members Join Date: 2002-11-03 Member: 5764Posts: 376 Fully active user
    i get the same error as a previous poster did before.


    Runtime Error 1505 - Display using 16bit is not supported by available hardware at line 422


    i have a geforce 8800 gts
    uK.Misfire
    Owner of Frag & a Coke
    Frag & a Coke

    I-AM Servers
  • tomestomes Members Join Date: 2003-04-15 Member: 15524Posts: 49
    www.natural-selection.pl - polish ns community.
    #ns.pl & #bos.ns -> quakenet
    IPB Image
    NSplayer since November 2002.
  • VmanVman Members Join Date: 2007-09-11 Member: 62251Posts: 132
    edited April 2008
    This looks interesting, hope to see this project go further ^^
    >>Started playing since September 17th. 2007<<
    ---Dedicated alien
  • asmodeeasmodee Members, Constellation Join Date: 2007-06-20 Member: 61317Posts: 179 Advanced user
    It is a very interesting idea, but I couldn't get commander hot keys to work, so it wasn't very enjoyable for me.
  • AgentAgent Members, Constellation Join Date: 2004-02-10 Member: 26330Posts: 82
    edited April 2008
    Couldn't get them to work? That's odd. Do they behave unpredictably or just not work at all? I haven't had a report of malfunctioning hotkeys yet (other than the known bug of Marine hotkeys working when playing as Aliens). Hotkey functionality has been implemented and they should be identical to the hotkeys used in NS. More information would be great.

    Response time will be decreased if you post in the official forum system for the game, too, as I don't check this thread very often. The link's in my sig.
  • La ChupacabraLa Chupacabra Members Join Date: 2008-02-25 Member: 63729Posts: 194 Fully active user
    edited April 2008
    I have give it a go, quite fun, especially if you know NS already. Keep up the good work!

    Hi Tomes!
    (Xav!er z tej strony... smile-fix.gif )
  • militaerkidmilitaerkid Members, Constellation, Reinforced - Shadow Join Date: 2006-11-02 Member: 58249Posts: 26 Fully active user
    man i love it asrifle.gif but the ki from my own marines a terrible but its great, good job tsa.gif
  • AgentAgent Members, Constellation Join Date: 2004-02-10 Member: 26330Posts: 82
    Bump. Still trying to garner interest in the game. Remember to post on our forums if you like it! smile-fix.gif
  • AgentAgent Members, Constellation Join Date: 2004-02-10 Member: 26330Posts: 82
    Hello again, all!

    I'd like to announce that a new release of the game has been made! Lots of bugfixes, new stuff and new features have been implemented, most notably pathfinding.

    Toddle on over to the game's website to have a look!

    http://www.starstrike.ausleague.com/

    Please post on our forums after playing to let us know what you think!

    Enjoy marine.gif
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