last
update
July 16, 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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"Still a few seconds of flight and
the squadron of Apaches would have reached the point in which the column
of enemy armored and support vehicles had been reported. They flew with
care at very low altitude taking advantage of every possible cover offered
by the terrain. They spotted the column with some delay, but the enemy
vehicles didn't managed to hide in due time while the rain of Hellfire
missiles fell on them."
...this is also Strike or Die
Download |
At the moment there's
nothing to download since I've put offline the latest public Alpha
release because it was not more representative of the game itself
and its development status.
Strike or Die is going through a series of internal releases
and so I think the next public release will come as soon as the
game will reach the late Beta status.
Once it'll be finished I promise to put online again the older releases
as a sort of a "download bonus" to allow the most curious
players to take a look at how the game was in its early stages.

In the meantime you can read the revision history to get an idea
of development stages the game has gone through until now.
Revision
History
SoD
Release Alpha 0.7 - 25th December 2002 |
This first internal
release, available only to a few selected people, marked the
first stage of development after the decision to change Strike
or Die from a light "beer and pretzels" wargame
into a much deeper and realistic simulation of modern warfare.
To bring the game to such a level I had to come back to the
"design table" and start many things from scratch,
but it was all definitely worth of it. 
You can read the details of this phase in the 2002
development log.
- Major modifications
and improvements of the 2D engine to properly support the
new Fog of War system
- Rewrote the
core routines dealing with Line of Sight and unit movement
- Introduced
Field of Sight overlay
- Introduced
Spotting levels
- Added terrain
sets editing tool
- Added the
Order of Battle menu
- New Command
and Control feature
- Introduced
Situational Awareness parameter
- Major improvements
of the unit data structures
- Added NATO
symbology
- Improved
battlefield view
- Added Terrain
profiler for movement and targeting modes
- New weapons
management using hit chances and trajectory profile curves
- Improved
weapon systems effectiveness parameter management
- Added Weapon
Systems database
- Improved
resource and saved games files management
- Improved
font management
- Improved
animation management system
- Improved
input management system for a better string and text editing
- Improved
menus management system with better buttons management
- Added tooltips
to show long strings in menus
- Added sorting
buttons in menus with lists
- Abandoned
support of 640x480 resolution and added 1152x864 and 1280x960
ones
- Improved
game interface buttons management
- Better custom
camouflage management using high resolution textures
- Improved
map creation tool
- Added Quick
battle feature
- Added autosaving
function
- Added None/Partial/Full
Fog of War option
- Added unit
exposure and stance parameters
- New units
embark/disembark management
- New artillery
units management
- Improved
air units management
- Introduced
response curves to control unit parameters variation
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SoD
Release Alpha 0.6 - 8th April 2002 |
Six months of
hard work and a major code rewrite changed Strike or Die
from a nice Demo to show during interviews to an Alpha release
of a real challenging wargame, which granted me the interest
of some wargame publishers. Here's the list of the major improvements
and addictions:
- Created a
2D graphics pipeline optimized to minimize transfers to
video memory
- Introduced
fixed point math to speed up some operations on slower PCs
- Rewrote Damage
Calculation routines
- Fixed full
screen redraw bug related to task switching with Alt-Tab
- Introduced
Alpha channel for bitmaps
- Added squad
leader names random generation during new squads creation
- New Pak files
management
- New mouse
cursors with shadow effect
- Added full
content windows dragging
- Modified
credits animation
- Increased
functionality of height level curves and terrain types contours
maps
- Improved
map zooming routine
- Corrected
weapons effectiveness against landed air squads
- Corrected
Embark/Disembark routines
- Improved
Fuel Trucks squads refueling routines
- Improved
Land/Takeoff routines
- Variable
squads parameters bars are updated in a smarter way
- Better weapon
selection for squads trying to return fire
- Added scrollable
saved games list with up to 50 slots
- Allowed squads
rotation and repositioning during the setup phase
- Introduced
procedurally generated menus and interface with selectable
background camouflage texture
- New optimized
squads bitmaps rotation routine with 4x anti-aliasing
- Added anti-aliasing
to Zmap, Tmap and to targeting and movement lines
- Made a clearer
alpha blended font
- Allowed multiple
screenshot
- Allowed the
use of a custom made camouflage texture
- New animation
system
- Improved
radar engagement rules
- Allowed to
use squads special abilities during setup phase
- Improved
and optimized Fog of War routines
- Added map
selection and map creation menus
- Improved
squads Morale and Experience parameter variation algorithm
- Added special
effects such as missiles smoke animation and on ground explosions
shock wave
- Added an
After Action Report menu with full battle statistics
- Added Scenario
creation and management menus
- Added new
Basic Tutorial
- Introduced
a new Reinforcements management system
- Rewrote sound
subsystem and added support for soundtracks in MP3 format
- Improved
Targeting Mode
- Improved
Movement Mode
- Rewrote and
completed the Replay feature
- Created new
maps according to the new platoon level game scale
- Added opportunity
fire for ambushing squads
- Added enemy
squads variable parameters estimation system
- Added smart
locking to the targeting line
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SoD
Demo Release 3.0 - 22th February 2001 |
Third release
of Strike or Die and the last one of the first "age"
of its development, it reached an almost playable status
thanks to the feedback of some good testers.
- Completed
the key points control feature
- Added sound
effects and intro music
- Solved
some bugs in the Units List
- Improved
the functionality of the tutorial and message's transparent
windows
- Introduced
some limitations to the aircrafts in the movement and
targeting mode
- Updated
the credits section
- Improved
the end game menu
- Completed
radar units special abilities and radar systems engagement
- Corrected
ground units movement animation
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SoD
Demo Release 2.1 - 14th November 2000 |
This release
coincides with the opening of the website, fixes some minor
bugs and above all adds support for the pixelformat 555,
used by many older ATI video cards.
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SoD
Demo Release 2.0 - 22th October 2000 |
Second release
of Strike or Die, published in the Talent Scout section
of the well known italian magazine The
Games Machine in the December 2000 issue.
- Solved
compatibility issues with some older video cards reported
by first testers
- Added the
Play by E-mail game mode with password system
- New encrypted
format for saved games
- More functional
menu to save and load games
- Added the
multiplayer menu to create new games
- Added the
messages window
- Complete
keyboard input and added ability to use colored characters
- Improved
the units bitmaps rotation routine with a minimum of anti-aliasing
- Final algorithm
for the management of the Fog of War
- Added the
ability to choose the camouflage for one's own units
- Changed
the Action Points utilization model
- Enhanced
the features of the units list with the ability to create
new units
- Added the
Replay feature
- Improved
the animation system
- Countless
other retouches and optimizations
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SoD
Demo
Release 1.0 - 8th August 2000 |
First public
release, only in italian, of Strike or Die. Available
on ItaProGaming
and GPI
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