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 sound of turbine engines mixed
to that of tracks while the Abrams tanks squad was advancing at full
speed, followed by a squad of Bradleys. They passed by some burning
enemy vehicles along the road, victims of the firefight that took place
just a few moments before. The tank squad leader reached a high place
and from there he saw some fleeing APCs, which a few moments later were
hit by Hellfire missiles fallen almost vertically from the sky.
Then he transmitted by radio <<Area secured>>."
...this is Strike or Die
Development
Log |
Welcome to the website
completely devoted to Strike or Die, the turn based military
strategy game about modern warfare developed by Albegor.
In this page you can find a complete and updated development log,
so that you can follow step by step what I'm working on.
16th
July 2003 |
They say the
future is "mobile", and they may be right in many
ways! 
Working on Strike or Die has been full of satisfactions
for me until now, although such a big and ambitious wargame
project sucked up all of my limited resources, so just when
I discovered the Pocket PC platform I immediately envisioned
the opportunity to develop and, most of all, complete in a
short time some of my ideas about nice entertainment applications.
With a bit of luck I hope to come back to the development
of Strike or Die with full resources to bring it to
completion as it deserves.
Meanwhile you can follow my Pocket-projects at my brand new
website www.albegor.com
and maybe support me if you like my released software! 
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1st
June 2003 |
I've been pretty
quite lately, but except for the brief period in which I was
closely following the war in Iraq on the media, the development
of Strike or Die continued at a steady pace. The most important
feature I completed has been the ability to set up and edit
multiple waypoints on the map for a unit to follow during
successive turns. It's something very useful from a gameplay
point of view since it greatly simplifies the maneuvering
warfare every virtual commander desires to employ. 
I've just updated the screenshot relative to movement mode
in the features page to show a
glimpse of this important new addition.
Then I've started working on the other key feature of Strike
or Die, the terrain modification engine, while studying the
US Army Field manuals about mobility and countermobility operations.
However at the moment I'm exploring the Pocket
PC as a development platform, but more news about that
in the next update! 
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26th
February 2003 |
Just after the
beginning of the new year I immediately resumed the development
with renewed energy thanks to the good comments provided by
the people who tested the latest release of the game. They
have been very valuable to outline the areas requiring some
more work.
So I worked steadily on them delaying the planned update of
the website, focusing in particular on user interface improvements,
data structures cleanup and optimization, expansion of the
weapon systems database, creation of the unit types database,
and also taking care of a few technical issues.
Then I've updated all the sections of the website and I've
put off-line the old public release Alpha 0.6 simply because
it was no more representative of the current status of the
game.
Now I'm ready to come back to work on some gameplay issues
involving unit movement to pave the way to the next big feature
of Strike or Die, which I like to call "terrain modifications
engine".
In the meanwhile take a look at the brand new screenshots
in the features page! 
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