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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"The fight raged among the houses
of the village. The infantry squads absolutely had to take control of
the zone, but the enemy was well positioned and equipped with heavy
machine-guns. The ground reinforcements delayed to arrive and air support
wasn't available in that area. When the enemy launched a heavy counterattack
the soldiers were forced to withdraw from the more advanced positions.
They would not have hold out for a long time without those damned reinforcements!
"
...this is also Strike or Die
Frequently
Asked Questions |
Here you'll
find the answers to the questions that could have been come up while
browsing my website or playing Strike or Die. If after reading
this page you'll still have any doubts don't hesitate to contact me
at
and I'll answer
adding your question to this list.
Questions
about the game
Is
Strike or Die a realistic wargame? |
Although Strike
or Die was born to be a light wargame since I got the original
idea from a nice strategy game like Battle Isle 2, during
the long development of the game I discovered the fascinating
world of computer wargames and then I played a lot of classics
such as TOAW, Combat Mission, SPWAW and TacOps.
That obviously influenced the development of Strike or Die
and so I enhanced its realism degree so that now it can
be classified as a tactical level realistic wargame about
modern warfare.
My purpose is to make a game very easy to learn thanks to
a friendly user interface, but hard to master to keep high
the interest of even the most seasoned wargamers.
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What
does Strike or Die mean? |
I've chosen
this name because first of all it sounded good and because
it represents the choice which a soldier must often face
during war: to strike or to die.
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What
is the scale of the game? |
The unit
scale I chose classifies the game as a company to battalion
level wargame since the size of the controlled units goes
from single team to platoon. In the real world the minimum
maneuver element in most combat units is the platoon and
that is the focus of Strike or Die. Although the user will
be able to employ sections when he'll need a more fluid
maneuver, a better force dispersion, or simply because the
typical size of the unit type he's commanding is smaller
than platoon size.
The map scale can be a value from 8 to 10
meters per pixel, while the time scale may be considered
from 1 to 3 minutes per turn.
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Will
it be possible to create custom scenarios and maps? |
Thanks to
the powerful editing tools creating new scenarios will be
easy and fun, while creating a new map may require a great
amount of artwork.
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Will
it be possible to create new unit types? |
No, the unit
and weapon types database will not be available for user
editing.
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But
weren't turn based wargames dead? |
Fortunately
no! Internet has saved them. It's enough to consider the
popularity that games like TOAW, Combat Mission or SPWAW
have to understand that despite wargames are considered
a niche market, there are a lot of players around. 
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Will
the game be available in other languages? |
Surely, as
soon as I'll find somebody able to translate it in his own
language. Obviously the precedence goes to German, French
and Spanish.
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Are
you going to release a Macintosh version of the game? |
I have an
interest in it, but porting the 2D engine on the Mac platform
will be a major task. I'll decide once the PC version is
complete.
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Questions
about the site
What
does the quoted text to the beginning of each page mean? |
The text depicts
some hypothetical game scenarios and should give you the
idea of what the game is all about.
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Questions
about me
What
games did inspire you? |
Well, I have
always loved games of different genres, but amusing to play,
in particular games where the player is forced to actually
think to his next move and I don't mean only turn
based or real time strategy games, but also for example
an adrenalinic Quake2 CTF multiplayer match with one's own
Clan, where prearranged team tactics really make a difference.

Obviously in my game there won't be much adrenaline to waste,
but I hope to be able to catch the real fascination of turn
based games, where the player has all the time that he wants
to evaluate the situation and to elaborate effective strategies
and tactics.
I think I've played almost all the strategy games awarded
as classics, but the one that illuminated me has been the
Battle Isle series from BlueByte.
That series introduced me to turn based strategy games and
to those awful hexagons. 
I played a lot with Battle Isle 2 and I was disappointed
by the few good improvements introduced with Battle Isle
3 and then I started to have the first ideas of how should
have been the strategy game that I would not have "never"
stopped playing with. Since then much time passed and you
can read more about it here.
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Is
this the first game you program? |
Yes. Should
I had to begin with the nth clone of pacman or tetris? 
Digging in my past actually my first creation that looked
like a videogame, or better simulated it, goes up to more
than 10 years ago, to the time of the Game&Watch Nintendo.
I drew on a piece of paper a sort of a platform with the
usual assortment of obstacles, monsters and various bonuses.
I used a pencil to track the movements of the player who
told me the actions to perform, such as go ahead, jump,
long jump, etc. In practice the game engine was myself who
tried to execute the commands that the player gave to me
by voice.
I remember that for as strange this concept of game was,
my school mates did the queue to play the game.
Are you curious to see this strange platform, right?
Here it is!

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What
programming language did you use? |
C++ and Assembly.
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Why
do you do it? |
Passion drives
me, although I consider it a full time job by now.
I'd love to make a game players around the world really
enjoy and I feel really gratified when someone contacts
me encouraging me to keep up the good work.
Your feedback is very important. Don't forget to send me
your comments about the game!
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