Starfare is a real time strategy game with a Space/Sci-Fi scenario. The game is about capturing Asteroids and holding them to gain resources and bring down the enemies. The tricky thing is that the Asteroids may not always be static. There are 12 missions with a (hopefully) exciting background story as well as the possibility to create custom games. A nasty AI will accompany or fight against you. You can play as one of four factions which can be picked by yourself in a custom game, or which is predefined in a campaign. All of them have different properties and advantages. A maximum of 64 players allows you to witness gigantic battles with like 24 different units.
For those of you thinking Starfare was dead, here's some heartbeat. The multiplayer code is already done and we had a lot of fun testing it but it's also been clear that there's some gameplay changes needed.
Posted by ZaPx64 on Mar 9th, 2011
For those of you thinking Starfare was dead, here's some heartbeat. The multiplayer code is already done and we had a lot of fun testing it but it's also been clear that there's some gameplay changes needed. Currently, the asteroids are spread randomly all over the map which means a guaranteed victory for the player with the biggest heap of luck.
Therefore, it's been decided that asteroids will be spawned randomly inside a particular area around the players so they can reach them before their opponents do. Each asteroid used to add 40 resources to the owners supplies each few seconds - which reduced their opponents victory chances to a minimum even with minimal asteroid differences, so we changed that a bit as well: Owners of asteroids will get 40 resources from their first asteroid, ~20 from their second, ~10 from their third, and so on.
I have worked on new models for the new units (which are necessary in order to change the gameplay as well) lately but it takes a lot of time because I'm somewhat not a 3D artist, but here's what I managed to produce so far:
Units will have damage/armor classes which determine how effective they are against other ones. For now, there are three classes and particular properties have been associated with them: First of all, there are the heavy-plated units (bottom row of the screenshot), which have counter-deflection weapons. They have a standard firing range and normal speed and more hit points than the other classes. Then there are those with polarization armor and plate-piercing weapons (top row) which fly a bit faster but have a very low firing range, they are supposed to do damage-bursting. The third class is the deflection-armor type with anti-polarization weapons (mid row). They have a long firing range but are slower and have less hit points which makes them the perfect artillery since all constructions have polarization armor.
We are always open for any ideas and suggestions (and also contributions from 3D artists ;)) Please share your thoughts in our forums or the comment box below. The new version (the multiplayer) will be released once all necessary models and units are finished. In the meantime, check out the community:
~See you on the battlefield...