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.


 


"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.


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.

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.


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.

Will it be possible to create new unit types?

No, the unit and weapon types database will not be available for user editing.

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.

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.

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.

 

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.

 

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.


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!

143k

 

What programming language did you use?

C++ and Assembly.

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!