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stridesgames.bsky.social
stridesgames
@stridesgames.bsky.social
Gamedev studio working on our dogfighter - Shattered Alliance. Custom engine. Custom tools. Happy to share other fellow indies' work upon request! Cheers!
#3 - Nonetheless, we're inching towards our demo to be launched on Steam. This demo is currently slated to be single player for players to get onboard. The ultimate release version will definitely have multiplayer.
November 21, 2025 at 4:12 PM
#2 - As such, because C++builder 12 has a very strict compiler, things we could hav gotten away with VS2017 toolchain is no longer possible. The tools upgrade will take some time too ... so this is just the 1st step while the game is being built.

Thus this week, we might not have any vids to show..
November 21, 2025 at 4:10 PM
#1 - The purpose of C++Builder 12 CE is because we were using an original C++builder 4 license to build all of our supporting tools. This meant that things were done a lot quicker than having to code everything....

Moving onto C++builder 12 opens many pathways to future tools, modding tools, etc.
November 21, 2025 at 4:08 PM
thanks! :)
November 15, 2025 at 10:00 AM
omg ... what a typo - i meant - automatically PROTECT ... geez...
November 15, 2025 at 8:56 AM
#3 - Several ideas popped up - ie,

1. the alternate primary sphere can be delayed until 1-2 seconds become arming. If the bullet hits any surface, it'll merely bounce off.

2. start alternate the primary sphere small, then scale up over time.
November 10, 2025 at 4:02 PM
#2 -

coz it's unarmed - when it's suddenly armed, it'll hit the mothership because it has a significant sized hit sphere. While this may be really good for simulating a flak hit, it's meh when it comes to travelling across the length of the mothership...

I'll need to think of another solution.
November 10, 2025 at 4:00 PM
actually lol i'm going to hav a big problem with this particular flak ammo ...

coz already there's a solution to delay its collision active state - ie, by 300ms ... so once fired, it doesn't hit the mothership immediately.

BUT ... at certain angles it can go THROUGH the mothership (coz unarmed)
November 10, 2025 at 3:59 PM
P.S. each barrel fires independently, and is destructible, rendering the particular turret inoperable. Will show more in its animated form this weekend.

It animates almost exactly like the good o chicago piano
November 5, 2025 at 6:17 PM
Moreover, losing a barrel doesn't cause the destruction of the entire turret. It merely disables (temporarily) the turret partially or fully from being able to fire. That's until the new barrel respawns...
November 1, 2025 at 4:15 PM
Therefore, since the system is already there - might as well use it to add a bit more depth to the game. Turret gunners MAY in the future request for the turret barrels to be replaced or upgraded to fire more powerful ammunition types...
November 1, 2025 at 4:14 PM
The mechanics for barrels to be an independent "ship" object was made because it's just a flick of a switch - either way it had to be a ship object because only ships can "recoil" - not meshes - at least not coded that way.
November 1, 2025 at 4:12 PM
P.S. for those who doesn't know what's a Chicago Piano - it's a term given to a ww2 1.1 inch AA guns installed on carriers like the USS Enterprise (CV-6).
November 1, 2025 at 4:11 PM
P.S. The shake does NOT affect ur aim; nor does it shake distant objects in a way that is distracting... notice that the reticule doesn't shake?
October 18, 2025 at 7:53 AM