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To-do ListLevel 02: Asteroid Belt Environment run-down ships and junk Objectives destroy mining operations, protect habitat zones. Level 03: Simetra IV Environment animals Opposition Pirate Fighters (Player Ships fitted with headlights) Level 06: Smoke and Mirrors Environment Small Asteroid field; Asteroids (dense, briefly) [asteroid w/ Carter's crashed astrofighter] Level 07: Sargasso Objectives escort EDF ships out Boss 2x small Fortress Planetoids Level Editor Presets: space, asteroids, minefield, space station, nebula, ship graveyard, maze Multiplayer Power-ups Countermeasure / anti-beam particles Nano-repair Hyperjump / total repair shadow/damage trail Stealth Gun pods Secret level power-up Mission-Specific 00 Radar stations, SAM-sites etc. Boss: Turrets, beta laser and plasma bombs Recon deathball miniboss 01 More like 'Special Course' from v0.4? Death planetoid miniboss Update hotspot on command carrier and add new weapons 02 Extra enemies (super mining claw) and mining environment after mid-level bosses Asteroid turrets (Dual Laser and Gatling types - fixed-vertical-fire and tracking - darker colour) Extra fighter/bomber types 03 Enemy buildings (based on Imperial Fortress) Radar installation and anti-aircraft flak turrets Re-entry effects, searchlights, isotope bonus, Mini shield generators to share additive overlay with larger versions 04 Planet, Wrecked ships, Missile strike 05 Boss: Shield ship with rifle/sword Sounds for weapons Articulated head object 07 Skull NPC movement and firing 08 Enemy hovercraft and subterrenes EDF missile launchers 09 Tracker tanks at boss (mk.ii w/ missiles and yellow shots), HoverFlyz, Missile/Gun boats, Attack crawlers, Missiles for Subs, subterrenes Revisit mission 9 graphics 10 Death-X - Mass-production type units 11 Assault Crawlers 'Woodlouse' Tanks Snow-coloured hovertanks Revisit mission 11 underwater mode Check underwater weapons. 12 Shield and Rifle/Cannon for Boss Variable direction for Cruiser Heavy Fighters More installations? 13 Animate Boss head, Laser-Sat repair sequence Fighter cover Escaping ships 14 Boss: Shield detach behaviour Boss head object Attack cruiser blue: Side Heavy Pulse Guns, Mine launcher, Plasma mines, Fighter Launch, Cloak, Self-repair 15 Damage indication on enemy cruiser General: - Environment: Jet Streams in Atmosphere, Searchlights - Implement 'original' X-Bomber player ship option Roll-Up: FG.Holos, Planets, Orbital Platforms Game Options Checkpoint (interval/off) | Camera shake (on/off) | Window/change resolution | V-Sync (on/off) Particle options actuator life, fire mode (static/dynamic), vapour trail life, debris particle life and cap - Statistics: # Targets destroyed, # Missions played, # Dai-X Fighters destroyed, # Mode changes, Shot accuracy - Near-Earth planets - Plasma and fusion cannon upgrades - Merge Alliance [cruise, nuke and frag] missiles - Merge player missiles - Merge enemy turrets - plasma mine dispenser HUD / Dialogue - Internal damage - Large object approaching - Proximity/approach alert - Warning: foreign object / Alien Device Attached - surge, drain, damage (for power sappers etc.), - Yellow Countdown for timed MiniBosses - Dai-X Fighters - launch-ready/repaired - (ref-ready audio) New Enemies - Extra Alliance Ground Installations, including extra turret types - Healing enemy - repairs enemy (and possibly player) while attached - Spatial torpedo enemy - unguided > constant homing - Kamikaze - unguided approach - Thief enemy - steals special weapon or other item - destroy to retrieve - Eiichi Saito: Lizard tank, heavy fighter, assault ship Black Hole Bomb - Improve graphics and object movement (check shader example) - Extra damage to ground targets (indicate via special particles?) - Black hole weapon available to enemies Dai-X Missile Types: - Thermo-nuke default - Incend-spiral old - Fragmentation melee Mission 16: - Heavy (grey) and Ultra-Heavy (blue) Bombers, Small Space Death-Xs - Minelayer Ship - Fortress internal Turrets, missiles, flamethrowers, force-fields, DeathBalls and Trains etc. - Boss 2 - Death-X Original w/ Interchangeable Equipment - [ Mobility / Bladed Weapons / Ranged Weapons ] (uses Ultra-heavy bomber variant as a subflight lifter) - Boss 3 - Generator Plant and defences - 1:30 Main Gate, Fighters, Green Glyphs - Internal Defences - Grey heavy bombers with hoverfans and Minelayers - Death-X - Variable Configuration Type - Internal tramway with trains and deathballs - Obstacle course with barriers and timed forcefields Future Version Roadmap - 0.84 - Mission 16, Sound effects refresh - 0.85 - Complete Airstrike feature across all missions, including adding all weapons and features to Space Carrier - 0.88 - gap-filling, Mission briefings - 0.89 - Co-operative multiplayer - 0.90 - Cutscenes Comments |
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