last
update
August 18, 2003
Italian
Version

     

Copyright
© 2002-2003 by Albegor.
Don't
copy or redistribute the
contents of this page in any way without the
expressed written consent of the author.
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"The antitank infantry squads had
to set up the ambush positions in a hurry because some enemy tank squads
could appear in any time on the road in front of them. The earth was
quaking as the heavy tanks were approaching. As they reached the most
favorable position the ambushing squads fired all their Dragon missiles.
Only a handful of tanks managed to retreat. The ambush was a success."
...this is also Strike or Die
Development Log 2002 |
In this page you can
read the development diary I wrote since the moment I finally decided
to do things very seriously, in September 2001, until the end of
2002. 
December Diary
31/12/02
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I kept the promise
and I closed the release just before Christmas. Now it's in
the hands of a few selected people to be examined and evaluated,
so I finally enjoyed a bit of relax during these last days
of the year.
After a major clean up of my PC I'll be back to work focusing
on an update of some pages of the website, before going back
to my lines of code.
Happy New Year!
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16/12/02
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Sorry for the
lack of updates, but that only meant I spent every minute
of my time to concentrate on this last and most delicate development
phase concerning modifications and improvements to the game
rules.
I'm at a good point now and after some more gameplay testing
while I write down the necessary documentation, I think I'll
be able to finally close the release just before Christmas.
Time is never enough, as they say, so I'd better go back to
work! 
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November Diary
12/11/02
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While I was
working on the interface changes I realized that player interaction
with the game could greatly benefit from a more homogeneous
and intuitive user interface. I wanted to give a sort of a
"Windows style" to the way the buttons of the game
interface and the menus are displayed, highlighted, pressed
and released. To make the proper changes I had to browse through
a lot of code, but I managed to hasten the times by working
non stop until yesterday, with good results in the end.
I've also changed the menu used to add new units during scenario
editing.
This week I should finally start working exclusively on the
game rules, in particular how the unit parameters change and
how they influence one another in a realistic way.
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October Diary
29/10/02
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Here I am after
another two weeks full of serious work. As well as giving
a new form to the combat resolution routines, I managed to
improve the animation system a bit more, something that will
make my 2D engine look even better, and to improve the input
management system allowing for smarter text and string editing,
since it was barely functional. This week I should focus on
tweaking the game interface to make room for the "suppression"
parameter and a different fuel usage management for vehicles.
Then I'll be back to the damage calculation routines to fine
tune enemy units reactions to fire. I've also a couple of
new nice gameplay features left to implement, but more about
that later. 
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14/10/02
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I'm pretty satisfied
of the enhancements made to the movement and targeting mode.
After completing them I focused my work on rewriting the weapon
systems management in the most realistic way introducing hit
probability curves for every ammunition type currently in
the game. Also I made an useful database in which are detailed
all the info about the weapons. A similar database will be
made for unit types, but for this release I'll not spend additional
time adding more units or weapons. Now I must concentrate
on combat resolution and damage calculation routines, a very
delicate matter. 
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September Diary
30/09/02
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Sorry for the
lack of updates lately, but I've been very busy concentrating
on the coding of some of the core routines of the game, including
the Line of Sight, movement and targeting mode. The internal
calculations are now much more realistic than before. All
that work has finally opened the way to some gameplay changes
and improvements that will be definitely more fun to code
and test. 
I've just closed my "to do" list now, since I have
to put together an internal release of SoD. It will not be
a public release, but I promise to show you some nice screenshots
at least! 
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03/09/02
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The development
is proceeding with other enhancements, testing and optimizations
to the new Field of Sight overlay system and the spotting
levels.
I've also started reading AI
Game Programming Wisdom, a book that will certainly help
me in designing and implementing a challenging AI opponent
for single player mode.
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August Diary
21/08/02
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Well, here I
am back again. I had a bad technical problem that forced me
to format my hard disk and to reinstall all of my programs,
something that I find to be extremely boring.
Then I tried to relax a bit playing some strategy games. 
In particular I enjoyed Strategic Command, a turn based
wargame created by an independent developer like me. I just
wrote a review of the game for NWI,
the italian resource for wargamers. If you can read italian
check it out while I'll resume regular updates on the development
of Strike or Die.
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July Diary
23/07/02
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I'm pretty satisfied
about the command and control feature. I still need to figure
out some details related to gameplay, but the system works
very well.
In the last week I've been busy working on the new Field of
Sight overlay. In practice when a unit is selected you will
be able to see the "battle space" around it, that
is all the terrain on which the unit has a clear Line of Sight
to it. The interesting thing is that in movement mode you
will be able to preview the Field of Sight before deciding
where to move the unit, a feature that will make happy many
wargamers out there!
To properly implement it I had to modify and optimize some
core routines of the 2D engine, but all that work will pay
in the end allowing for many more animations and special effects
at the same time.
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08/07/02
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Well, the development
resumed at a good rhythm and during the last days I've been
working on the new routines to display unit bitmaps that will
allow to use NATO symbols and most importantly will make them
independent from a unit's "footprint", that will
change according to the current formation. It's easy to notice
that limitation in the current release Alpha.
Also I've almost completed work on the command and control
system and hierarchy building, a gameplay element that add
a lot more depth to the game.
Stay tuned for more juicy updates! 
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June Diary
24/06/02
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The so-called
good season has come and the unusual hot of the last days
did not certainly helped me keeping a good rhythm of work
on my project.
However I managed to do some experiments with different map
scales while I was working on the code changes needed to introduce
the new announced features, in particular the alterable terrain
seems to be very high on the wish list of the few nice guys
who contacted me and so it will be on my "to do"
list!
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10/06/02
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Well, I'm still
busy working on the new Fog of War routines and I'm just going
to add "spotting levels", but mostly I'm making
some more brainstorming about the better way to implement
some new features, like for example the alterable terrain.
Also I'm steadily reading some US Army Field Manuals from
the Military Reference Library by Major Holdridge. They're
proving to be a really invaluable source of information for
the new "realism way" Strike or Die is following!

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May Diary
29/05/02
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During the last
days work proceeded slowly due to the many technical and design
issues I had to face, but that's the price to pay for the
new road Strike or Die is heading for.
I'm still working on the new FOW and LOS routines and among
other things I made improvements to the fonts management system
and introduced a lock/unlock feature for easier scenario editing.
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13/05/02
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As well as working
on the Order Of Battle menu in which squads are now divided
into five different classes, I introduced two new important
gameplay elements such as formations and the command and control
hierarchy.
More time will be needed to fine tune them, but now I'm going
to start working on the new Fog of War and Field of Sight
routines. A lot of recoding waits me, but in the end the game
will definitely benefit from that.
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06/05/02
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Well, Strike
or Die has come at an important turning point!
After some heavy brainstorming I just started working to bring
my game to the higher step of realism I can. It's a very important
change that will obviously lengthen the development time more
that I expected, but I decided to go this way not only because
all wargame publishers I contacted asked me to do that, but
also because I feel that in this way I could provide players
with a deeper and involving gameplay.
The first thing I'm working on is a complete Order of Battle
menu to replace the simple Squads List, but there are also
other important changes and improvements I'll be working on.
More on that on the next update. 
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April Diary
22/04/02
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The tool to
create new terrain sets is almost complete. Since a new map
can have only a limited number of different terrain types,
with this tool you can associate to it any custom terrain
set or you can easily adapt an existing one.
During the last days I also spent some time playing two classic
wargames about modern warfare, TacOps 3.0 and Brigade
Combat Team.
Strike or Die doesn't pretend to equal their military
realism, but I'll certainly learn something useful from them.

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15/04/02
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There are pretty
good news for Strike or Die on the horizon! 
More about that soon, in the meantime the development continues
and I'm going to clean up some parts of the code and to start
working on more powerful editing tools.
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08/04/02
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Well, after
some serious playtesting and bug hunting, my very personal
D-day has come at last! 
The new website is up and Strike or Die release Alpha 0.6
is ready for you to download.
There's not much else to say but I hope you'll be pleasantly
amazed looking at the result of the last six months of hard
work.
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March Diary
25/03/02
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The new website
is ready, but it took me the last seven days of work to complete
the new graphics, to write the new game documentation and
to update or correct all the other pages both in the english
and italian versions.
I did not wanted to miss my weekly update even if I think
I'll be able to upload everything within this very week.
I just have to put the finishing touches to this release of
the game, that considering the development status I named
release Alpha 0.6! 
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18/03/02
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The game testing
proceeded well, but has been slowed down by some unfailing
bugs.
I need to do some more playtesting because the last thing
I want is to publish a buggy release.
Today I begun updating the website. I'm going to improve the
graphics with a new camouflage, rewrite the game documentation
and check the spelling of all the english pages.
Still a few days of work and all will be ready for the big
update!
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11/03/02
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Last week I
completed the second map. It's twice as big as the first one
and I experimented with some new terrain types. I also started
working on "opportunity fire", a feature that can
significantly enhance gameplay. Once completed I'm NOT going
to add anything more to this release so that I can finally
start testing it.
During this week as well as testing the game and creating
some scenarios, I'll also work on updating the website.
That means the next update will be the long awaited one!
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04/03/02
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Once the first
map was completed I spent a lot of time on the anti-aliasing
routines and adding a couple of small but useful new features.
So I've yet to make the second map.
Done that I'll start testing the game and if I won't find
too much bugs to correct I think the new release will be ready
by the end of this week.
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February Diary
25/02/02
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Last week I've
solved the last issues of the Replay feature, I rewrote part
of the animation system, I improved the squads movement mode
and I worked on the routines to generate the map bitmaps using
textures, but first tests did not showed the good results
I expected. So I'm going to abandon this method and I'll create
the map bitmaps drawing them by hand, because the results
really justify the extra time needed.
The first map is almost complete and the second one will soon
follow. This week I'm also going to work on an improved version
of the anti-aliasing algorithm for the squad bitmaps. Then
my "to do" list for this release could be considered
empty and I could start testing the game as a whole.
The most important release of Strike or Die is closing
in, stay tuned!. 
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18/02/02
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Testing the
Replay feature took much more time than expected, but I'm
very satisfied with the result because now all the
played turns can be replayed. Furthermore I'm going to add
the option to replay the game from either player side, or
even alternating them, once the game is over.
Last week I've also been a bit distracted by the new Creative
5.1 speakers I bought for my PC.
They're far from a real home theater system, but they sound
good and above all they're good value for money. 
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11/02/02
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The Replay feature
is complete and now I'm going to test it carefully to make
sure it generates consistent replay events, because it'll
be a fundamental part of the game. This week I'll also work
on the last feature scheduled for this release: some routines
to make easier producing the bitmaps used to create new maps.
Then I'll use them to make a couple of maps that will be included
in the incoming release 4.0.
Another week full of work waits me. 
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04/02/02
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Last week I
improved the targeting mode further on by adding multiple
targets selection for indirect fire weapons, I optimized and
increased the compatibility of the video subsystem and finally
I started working on the Replay feature, rewriting it from
scratch.
It will be time consuming to make it work well, but I think
I'll bee able to complete it by the end of this week.
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January Diary
28/01/02
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A bad system
crash forced me to reformat the hard disk with consequent
slow down of the work on the game. Fortunately I lost no data.
Ironically it happened just when Microsoft is talking about
increasing the stability of their operative systems. 
Nevertheless I rewrote the targeting mode routines making
it more accurate and realistic. I retouched the logo, as you
can see, and made a new animation for machine-gun fire.
This week will certainly go better.
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21/01/02
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Last week flew
away as I worked at a good pace. I made a couple of optimizations,
changed and reorganized some data structures, solved a number
of minor bugs and finally rewrote the sound system in a smarter
way. Using DirectShow now I can play soundtrack files in MP3
format.
I think this week I'll proceed the same way to shorten my
"to do" list even more.
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14/01/02
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Once I completed
the new reinforcements management I began to clean some parts
of the code, so the work on the Replay feature has been delayed.
This process will be more substantial after the incoming release
4.0 and will be very important to make the program more stable
and bugless, I hope.
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07/01/02
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Take a look
at the new logo!
It's a nice piece of work from Pier Tommaso Bennati, Lead
Graphic Artist at Trecision.
He made the background of the logo and I just added the text.
Thank you again Benna! 
Actually I'm cleaning up the code and solving some minor issues.
This week I'm going to work on a better reinforcements management
and on the Replay feature.
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December Diary
31/12/01
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The new basic
tutorial is ready and I resolved some issues with text display
routines as well. I plan to make also an advanced tutorial,
but I'll do it for the next version, when probably squads
special abilities will assume a definitive form.
Now I'd like to wish an Happy New Year to all people who are
following this project, hoping that 2002 will see the good
conclusion of Strike or Die.
See you to the next year! 
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24/12/01
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I finished working
on the new scenario creation and management menus and I'm
going to test their functionality. Work will continue even
in these days, I'll modify the tutorial to adapt it to the
new settings and then I'll proceed with what's left in my
"to do" list.
Merry Christmas!
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17/12/01
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Besides fine
tuning the units movement mode I managed to produce an useful
After Action Report menu with full statistics that appears
at the end of the battle. Now I'm beginning to work on a new
idea about scenario creation and management.
That will make easier to get into the game for first time
players and will make available more options and flexibility
for the scenario creator.
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10/12/01
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Last days work
did not proceed at full time, so I missed the last weekly
update.
I worked on important gameplay issues and I decided to make
the game a little more strategical than tactical. Now a single
sprite on the map, like a tank, represents a small group of
units instead of a single one. That is more coherent with
the map scale I want to use. So I had to rework carefully
on units variable parameters, like health, morale and experience
to reflect these changes. In particular I worked on the combat
phase and I added some graphic effects during the process,
such as smoke animation and a nice explosion wave effect.
See you next week for more updates! 
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November Diary
25/11/01
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The new menus
for maps selection and Map Pak creation are up and running.
Now I could start to draw some brand new maps, but I've got
other things left in my "to do" list.
I'd like to welcome the birth of Net
Wargaming Italia, the first italian portal devoted to
wargames, turn based strategy games and combat simulations.
Long live to Net Wargaming Italia!
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19/11/01
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Last week work
proceeded a little slowly because I struggled to improve and
optimize the "Fog of War" algorithm.
Optimizations really suck up time, but they are very important
to make the game a bit more playable .
From tomorrow I'll start working on more interesting features
such as the new maps creation menu!
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11/11/01
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I've just started
optimizing code and working on features that I was going to
leave for the next release of Strike or Die, so I decided
to skip version 3.5 to go directly to version 4.0.
Actually I rewrote the animation system and from this will
benefit in particular special effects such as smoke and fire.
I know the downloadable version 3.0 is getting really old,
but I feel this is the way to go to release a really improved
version!
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06/11/01
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Another week
spent working more with the graphics program than with the
compiler...
I made a clearer, slightly larger alpha blended font and modified
all the menus accordingly. I also worked on a better 4x anti-aliasing
routine for the bitmaps of the squads, and on a shadow effect
for the mouse cursor.
That' s all, I think these modifications to menus and game
interface can be considered definitive since I really like
the result! 
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October Diary
28/10/01
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During the last
week I worked hard on improving the graphics of all the menus
and game interface.
Now they are procedurally generated with a camouflage texture
as background, which the user can choose.
I'll apply the same technique to unit bitmaps, to mouse cursors
and in the end to the website! 
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21/10/01
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The list of
improvements and updates is getting long .
I only need to work on the replay feature and on some minor
technical issues, then an extensive testing will follow to
ensure everything is all right.
But now I decided to give a nice retouch to the menus and
game interface, to make more appealing the new version and
this will take some extra time.
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14/10/01
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Work is going
well and I've definitively solved many technical issues. Now
I'm checking and debugging other routines more related to
gameplay, but I'm not going to hurry up just to release a
new version not adequately tested.
So it will take some more time but the wait will be worth
of it! 
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07/10/01
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The rebirth
of Strike or Die is proceeding with a major revision
of the game code and I'm rewriting many routines because,
as any programmer knows, better and clearer code is much easier
to debug .
I've made many technical enhancements and discovered some
nasty bugs in the process, so I think I'll upload a new version
with all these improvements soon.
Stay tuned, Strike or Die release 3.5 is coming soon!

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September Diary
25/09/01
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I love strategy
games and when I'm not too far from completing my first one,
do I give up?
It can't be!!!
Well, here I am again, after some months of work at Trecision
I decided to quit my job to take care of important personal
matters. So I think now I'll have the time to complete the
Strike or Die project.
I've just updated some sections of the site and temporarily
closed the "Play!" page.
It will take some time before the next release of the game
because I've got to work on the Artificial Intelligence routines,
but I promise I'll keep the site updated! 
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