Tuesday, 29 June 2010

Stellar Forces: Latest News

Here's a quick rundown of all the new features that have been added to Stellar Forces since the last update:-

* It's easier to analyse the game during and after on the map now that the direction of units is shown.

* New Mission: The Exterminators. This is designed to be similar to The Assassins; it has a much bigger and more complicated map layout, but to compensate the assassins, they have a lot more credits with which to buy some high-explosive weapons!

* Missions have been adjusted: in Prison Mutiny, the prisoners now have 400 creds; in Alien Escape, the aliens now start with 10 units.

* Ammo is now not wasted when reloading; if the old ammo clip has spare bullets in it, the clip is retained.

* The client is now up to version 1.25

* This hasn't changed: Deadlime is still top of the league!

That's all for now. My todo list is about as long as War & Peace, but I'm always open to new suggestions and comments.

Monday, 14 June 2010

New Gameplay Features

To keep the Stellar Forces game interesting, I've added two new gameplay features:-

Hearing Enemies
This is an option that can be selected when creating a new game. If selected, units will be able to hear enemy units in close proximity (< 3 squares) even if there is a wall in the way.

Alien Impregnation
There are now two missions that use this feature - if an alien kills a human unit, the human unit turns into an alien.

(Ps - I wouldn't recommend searching for "alien impregnation" on Google like I did to accompany this article.)

Friday, 4 June 2010

Psi Powers?

It was probably only a matter of time before this came up. Since Stellar Forces is inspired by Laser Squad/X-Com, and the other great games written by Julian Gollop include Chaos and Lords of Chaos, then adding the features of those games into Stellar Forces seems like a good idea, and psi-powers instead of "spells" means that the gameplay mechanics of Chaos can be easily transposed into the Stellar Forces milleu. (Having said that, maybe I should just fork the code and create a new game called Magic Forces or something?)

However, Chaos and Laser Squad were different in many ways, so there are still lots of questions to be answered about how psi-powers will fit in, e.g. what is the limit on psi-powers? Does the player get to choose the powers or are they randomly selected? And what psi-powers will there be? That should be a good one to answer. Copying a lot of the Chaos spells seems like a good place to start. Imagine a Turmoil spell being cast in The Assassins!