Category Archives: strategy games

Supernova 2: firing arc

firing arc

What you can see in the image above is the firing arc in action ๐Ÿ™‚ I’m very proud of this last addiction I’ve done in the Supernova 2 battle, because really opens lot of new strategic possibilities for the aspiring star-generals. What is firing arc? each weapon has several statistics, and beside the usual damage, range, etc, there’s also firing arc: in practice determines if the weapon can hit an enemy, using his angle value. In the example above, we’re shooting from the green ship on the left, aiming at the other ship below (the one with the cross-air over it). In the panel on the top-right you can see a list of the weapons installed on our ship, followed by a number and a color: green means the target is in range and weapon can fire, orange means the target is in range, but the weapon firing range is too narrow to hit it, and finally red means that the target is outside the weapon’s range.

I also changed the way you move the ship: rather than a unique straight movement, you can move as long as you have movement points: this lets you use the most maneuvrable ships like the scout to exploit holes in the enemy fleet, moving them in good positions, to strike them from the side or from behind.

I really think there should be very good variety in battles for Supernova 2. Stay tuned for more news!

Supernova 2: the battlefield

It’s been a while since I updated my dev diary of Supernova 2: I went through a relocation and a temporary connectivity problem (well, lasted 2 months…). Now I’m back with a stable connection so I thought to give an update.

In last 2 months worked on the battlefield – everything else is basically done. Building the fleet, researching technologies, and so on, works (unless of some very well hidden bug). Now comes the most interesting part, the fight itself ๐Ÿ™‚

The ship placement phase is done, now I’m experimenting with the ships movements and actions (attack, conquer a planet, etc). My goal is to have lot of options available, and consequently various methods of winning a game, but of course this will take a lot of time and experiments.

However I’m optimistic enough to say that I could have this game ready before the next 2 months… I’ll see if I can release it before march ๐Ÿ™‚ now excuse me, getting back to work!

Supernova 2: battle turns

I finally started today to program the core of the game: the wargame part! I still have to define many ships and devices but in the meanwhile I thought to start programming this part, so I can get new ideas on what equipment would be more fun to implement.

So I started to implement the fog of war, ship placement at beginning of battle, planets, and so on. Now I have another question in my mind… how to design the gameplay in the wargame, expecially the turns system.

There are mainly two kind of system (with a third one not really common):

1) each faction moves all his units until ends his turn. This system is popular in many wargames, like Advance Wars or the famous SSI Panzer General series. You first move all your units and do the attack, then watch the computer doing all his moves.

2) each single unit (independently from which faction it belongs to) moves based on their “initiative” or speed. I used this method in Magic Stones, this way the unit attack order plays an important role (since they’re able to strike first). In some games, like Heroes of Might and Magic, they even allow particularly fast units to move twice vs another unit, in the same timeframe.

3) this method, not very common, is “simultaneous turn” – the units move at same time, but is particularly good only in multiplayer matches, and since my game won’t have multiplayer, I don’t even take this one into consideration ๐Ÿ˜€

For now I’m more inclined to use the method 2, even if method 1 could be used too. But I think method 2 adds more strategy because of the “initiative”. I still need to finish implementing the ship deployment on map though, so there’s time to think what to do…!

Supernova 2: turn around

Today added another feature to the game, which will be an important factor in the wargame part: it is ships’ turn rate.

As I said before, the angle from which you hit the enemy will be important, since hits from the side or the back will do much more damage. So, beside moving your units in good spots, you’ll have also to consider the orientation. Each ship will have a peak speed and a turn rate, independent from each other. Some ships could have a high speed, but be very clumsy when turning around, being very vulnerable expecially in the short range battles.

An user in my forums asked me about rotating turret (expecially in big ships). That makes sense indeed, otherwise would be too easy to destroy a big battleship with a couple of scouts! of course each weapon will have a fire angle. Some will have 360ร‚ยฐ of fire capability, so in practice doesn’t matter where your target is, they’ll be always able to hit them.

I’m thinking for now to make this division:

1) beam and missile devices, typically short range weapons, will have very wide angle of attack, but usually will do less damage
2) bolt and torpedoes devices, typicall long range weapons, will have narrow angle of attack, but usually will do more damage

of course that’s just a generic rule, there will be exception. Also when you come to short range, will be very hard to avoid being hit, so short range weapon will be always deadly in closer combat, while long range one will do lot of damage from distance (to borrow a term from modern warfare, “artillery barrage”).

I am still fleshing out everything of course, so for now I haven’t yet made an implementation of all those features in the wargame. Won’t be easy but I’m progressing fast recently… ๐Ÿ™‚

Supernova 2: more technologies

It’s a while since I last posted about Supernova 2’s development, but all is progressing quite well. I’m not sure however about the Christmas deadline ๐Ÿ™‚ anyway, I’m progressing fast, below is a work-in-progress screenshot of the technology screen, so you can see how it looks like:

Supernova 2: technology screen

(click on the thumb to enlarge)

it’s cool the way it turned out, because you can quickly access all game’s technologies with a few clicks. I divided them based onร‚ the category, attack devices, armors, defensive devices, ships blueprints, and so on. It’s also good because as you can see from the screenshot, you can immediately see the previous technologiesร‚ required, and what future technology you can discover. I didn’t implement a full tech-tree, maybe I’ll do it in future, or even just put it in the manual.

For now I just put all the “neutral” technologies in the game – so I can try to program the wargame part with them. Then I’ll add the unique techs for the two factions, but once the main mechanism is working, is only a matter of tweaking the two faction, balancing the game, and so on. Not an easy or short task, of course ๐Ÿ˜‰