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Alpha
3 Changelog
Posted
by Agent on Friday, July 04 2008
@ 12:18am EST |
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STARSTRIKE ALPHA 3 CHANGELOG (04Jul08):
- Added frontend main menu system.
- Added builtin support for multiple screen resolutions -
no more commandline switches!
- Added multiple game speed settings.
- Added ingame ESC menu.
- New loading screen and music while waiting for maps to
load.
- Provisional fix for alien melee attack slowdown bug. A
side effect of this fix may cause less intelligent behaviour
from aliens during combat. Testing and feedback needed before
this bug is listed as officially fixed.
- Added win and fail conditions.
- Tileset updated.
- New pulsing effect for alien structures.
- New visual effect for unbuilt marine structures.
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Alpha
2 Changelog
Posted
by Agent on Tueday, May 6 2008
@ 3:04am EST |
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STARSTRIKE ALPHA 2 CHANGELOG (06May08):
- Added line of sight so you can only see enemies your troops
have LoS to.
- Optimised mainloop efficiency: better FPS now.
- Reduced bonus res for killing an enemy unit from 1-3 to
1.
- LMG maxammo increased by 50%.
- Shotgun maxammo decreased by 50%.
- HMG maxammo increased by 20.
- Added -win switch to play in a window.
- Added splash screen at boot.
- Reduced resource generation rate by 25%.
- Increased heal rate of Marines at an armory by 140%.
- Increased heal rate of Aliens near a Hive by 140%.
- Increased heal rate of Aliens near a Dc by 70%.
- Added energybars for alien Lifeforms.
- Several new maps implemented.
- Gorges no longer respond to nearby enemy presence by charging
to their death. Will now hold ground and spit from present
location.
- Added healspray. Any gorge standing beside a damaged lifeform
or structure will spray it for a healing effect.
- Alien interface added: Aliens now playable! Use the two
new alien maps to check them out.
- Alien special abilities: Leap and Blink! Hold CTRL while
issuing a rightclick order. Leap requires two hives; Blink
is usable at one hive.
- DC's heal nearby aliens and structures and add 10% armor
per DC to a max of 30%.
- MC's increase energy regeneration by 20% per MC to a max
of +60%. Also increases movement speed of lifeforms progressively
at 1, 2 and 3 MC's.
- SC's increase damage caused by 10% per SC to a max of 30%.
- Marine AI implemented. No Alien AI yet beyond basic raids
(with skulks only) and response to attacks.
- Increased power of shotgun and added spread effect to make
it a useful weapon.
- A-star pathing algorithm implemented. Units will now always
find the shortest path to their destination through complex
paths without becoming stuck.
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AI,
Pathfinding and Alien UI Development
Posted
by Agent on Wedneday, January 232008
@ 12:18am EST |
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Hello again, your friendly Creative Director and Lead Programmer
here with some more rhetoric on development and production!
First
of all, the Aliens UI is complete and it is now possible to
play as the Aliens, either against another Alien side or a
Marine side controlled by the AI. Maps to utilise same-team
matches are still being designed.
The
Artificial Intelligence is coming along nicely, and the CPU
can now competently play as the Marines. It is capable of
building a base from scratch, researching technologies, seeking
out new resource nodes to build, scouting locations for enemy
activity and attacking the enemy position in force. It will
rebuild stuff you destroy and keep expanding and researching
to keep up with you. It will overtake you if you aren't fast
and it is not an easy opponent to defeat! It doesn't obey
construction rules yet though; while it will always build
a turret factory before sentries, sometimes it will build
the sentries before the turret factory is finished being built,
or place the turrets out of range of the factory; things like
that. Kinks like this will be worked out in time, but the
AI is functional and will offer a tougher challenge than before.
Other than strange structure placement behaviour (which will
be corrected soon), it doesn't cheat, either. It sticks to
its resources and spends them appropriately. There are external
AI config files implemented so the player can tinker with
build orders and research orders if you like, which should
provide some longevity as people come up with smarter and
smarter AI configs!
Alien
AI is coming, but isn't ready just yet. This is harder to
implement than Marine AI, but I am working on it.
The
A* pathing algorithm is coming along well. Units are now finding
the smartest, shortest path to a destination without getting
stuck in concave geometric shapes in map design like they
used to. There are a few bugs to work out of this algorithm
though, but this is the last thing I want completely functional
before I release Alpha 2. As soon as it's working to perfection
I'll have a new post for people to explore - expect this within
the next few days or so!
While
you wait for a new Alpha to play with, please continue to
explore the currently available release and comment on the
forums about your experiences, good or bad! Happy hunting!
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Bug
Squashed: Vector Crash
Posted
by Agent on Wedneday, January 16
2008 @ 12:42am EST |
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After spending the last week or so chasing this bug with singleminded
abandon, and with the help of data obtained through feedback
from the community I have finally identified the cause of
the Vector Crash bug. The fix took less than ten minutes to
implement and the engine's footprint has now been substantially
reduced. The memory leak is gone and with that solved, the
Vector Crash bug seems to have been squashed. I have posted
a patch on the Downloads page
that addresses this issue. Just replace the old executable
with the new one and you're good to go.
It
was indeed the line of sight routine that was causing the
memory leak. Using good programming practice I had been freeing
up memory by deleting vectors once I was done calculating
with them. Unfortunately it appears the compiler does not
handle vector deletion very efficiently; once it has output
machine code the resulting executable does not, in fact, free
up all the memory a vector had been using when it deletes
the vector, resulting in the memory leak. I resolved this
by biting the bullet and creating all the vectors just once,
at the beginning of execution, and never deleting or recreating
them thereafter. This probably classifies as poor memory management
but there seems no other way around it. With this fix implemented,
the engine's memory footprint now holds at a steady 103MB
on my system and never fluctuates by more than 20 bytes per
minute. The engine can now (theoretically) run for months
before it will eat the last byte of memory.
Incidentally,
I can't explain those 20 bytes per minute that are still eaten
by the engine. Though such a small amount of memory is entirely
inconsequential and does not need to be 'fixed', I can't help
but wonder...
On
a future development note, I have begun drawing up plans for
a multiplayer mode. This is still a long way off, so don't
expect it to be implemented until the rest of the engine is
complete, but it's on the table. Meanwhile, I am continuing
work on the Artificial Intelligence (mostly for CPU Marine
players at the moment, but Alien AI will come in time) and
on the user interface for the Aliens team to allow them to
be used properly by the player. Junkers (our Art Lead) is
in the middle of a relocation from Sydney to Melbourne where
he is setting up his new home, so work on the tileset and
other graphics is temporarily on hold until he can get himself
set up.
More
comments soon!
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Bug
Hunt: Vector Crash
Posted
by Agent on Monday, January 14
2008 @ 5:52pm EST |
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Feedback is sought in relation to the nasty 'Vector Crash'
bug that has been plaguing development for a few days. The
bug is related to line of sight calculation and is believed
to occur when a unit tries to determine whether it can see
the thing it trying to shoot before firing a round. It appears
to be a memory allocation problem and only seems to happen
when the system has little physical memory remaining. The
Starstrike engine is not optimised for memory usage at this
stage and will use increasing amounts of memory during play
(especially during heavy combat) without optimising memory
allocation (this takes a lot of work on the part of programmers,
but is on the to-do list), ultimately using up all available
system memory (as most games do). It appears that when a vector
calculation is made in relation to firing line of sight and
there is no available memory left to put the result, the game
will fatally crash with a Vector Does Not Exist error.
Just
to keep life interesting, it also seems that switching out
of the game and back in (using Alt-Tab) creates a possibility
of an instantaneous Vector Crash at the instant the game is
switched back in.
The
latest build of the game features a simple memory monitor
in the topleft corner of the game screen. Alpha testers are
encouraged to download the latest build and play the game,
keeping an eye on the memory monitor. If and when a Vector
Crash occurs, we need to know how much physical memory you
had remaining at that time. If at any time other than low
memory you experience a Vector Crash, we need to know how
much memory you had left at the time as well as any other
details that might be relevant, such as how frequently you
switched the game out and back in that session and what was
happening ingame at the time. Virtual Memory information would
also be of use (page file size, etc).
The
more feedback we receive from testers, the more information
we will have to help us squash this bug. A thread has been
set up on the forums for feedback in relation to the Vector
Crash bug. Please post any information or comments to
this thread.
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Alpha
1 released and Website launched
Posted
by Agent on Monday, January 14
2008 @ 5:36pm EST |
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Welcome to the first Developer Blog post. I have just launched
the website and the first semipublic Alpha build is up and
running on the site. You can check it out at the Downloads
section.
Because
this is the first Alpha to be released, I will discuss what
has been developed up to this point:
- Fully
scrollable, 2D tilebased map system capable of handling
immense playfields (for perspective, the test map featured
in this release is 64x64 in dimension; maximum mapsize is
512x512 - takes several minutes for a Marine to walk from
one side to the other!)
- Efficient,
easy to use map editor package that exports maps the engine
can efficiently import. (Not for public release)
- Partially
completed metallic tileset, used in demonstration maps.
- Radar
system to keep track of friendly and enemy stuctures, units
and resources.
- Functional
resource model.
- Unit
movement and rudimentary pathing algorithms (these need
to be replaced down the track).
- Sophisticated
UI system for handling construction, research, and equipment
and supply drops.
- Combat,
projectile, explosion, health, ammo and flexible visual
effect systems.
- Placeholder
art used for units and structures pending recruitment of
animation artist (see the Recruitment
Notice if you can help!).
- Directional
sound and music system.
- Marine
content completed - all unit types, equipment, structures
and research system completed.
- Most
Alien content completed - all unit types and structures
completed. Yet to implement a UI to allow a human player
to use them properly.
- Artificial
Intelligence - only a rudimentary system has been implemented
at this stage. The CPU will not build new structures, drop
equipment, research new tech or evolve higher lifeforms,
traits or abilities yet, but he will send out attacks against
you and resupply his troops with medpacks and ammopacks
as needed. Enough to try out the game against an enemy that
will fight back. He will still provide you a challenge until
you tech up and get strong defenses in place, and even then
he will work on eroding them and you will have to maintain
your defensive line or he will eventually break through.
He's especially dangerous on the Duel map!
Currently
under development is a more advanced Artificial Intelligence
and a UI for the Alien race to enable their play, as well
as more work on the metallic tileset being used at the moment.
Stay
tuned for more updates!
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| Developer
Blog |
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Welcome
to the Developer Blog! From time to time a member of the DevTeam
(most frequently Agent, Lead Programmer and Team Leader) will
post a diary entry here relating to the trials and tribulations
of developing a software title. Games development is a particularly
interesting and difficult industry; there should always be
something of interest here! Comments on any entry are invited;
just post on the forums if you have something to say!
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| Bug
Hunts |
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From
time to time our software will develop abnormal behaviour
that cannot be explained. Our programmers tend to lose entire
tufts of hair when this happens until the bug is identified
and squashed. Sometimes this is not an easy task, and we need
information from our testing community to aid us in our efforts.
When this happens, an entry will appear here and a post will
appear on the forums in relation to the bug, containing information
regarding the bug and what we need people to do to help us
out. If you feel like helping, collect the information we've
asked for and make a post on the relevant forum thread. We
will gather the feedback offered by the community and use
it to make Starstrike a better game!
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