Star Trek: Defense Line (Developing a new ST RTS game)

Talk here about any Star Trek Game you play.

Moderators: MrVulcan, thunderchero

u.s.s.sovereign
Cadet 2nd Year
Cadet 2nd Year
Posts: 33
Joined: Fri Jul 15, 2016 3:54 am

Star Trek: Defense Line (Developing a new ST RTS game)

Post by u.s.s.sovereign » Sat Jul 16, 2016 7:44 am

Good day! I'm the starship specialist in the Russian Star Trek Fan Club.
My brother is developing a new Star Trek RTS on the Unity 3D engine (v.5). The project is about a year-old struggle with difficulties, because he works alone with my help with some details. Nevertheless, he's already created a lot of stuff and the game looks promising. Star Trek: Defense Line is a successor of Star Trek: Armada series tradition and we are trying to develop the ideas of Armada to make gameplay more realistic and interesting. We already released some playable versions and you can find one on our web-site. Your opinions and comments are very important for our work.

The project is lack of good 3d models and if you could help us with models the project would rise to a higher level of quality. At the beginning we used downloaded models, but they had too many polygons and it is unfair to use someone's models in our project without permission. So we started to make our own models, and they are not good. So any volunteer modelers are welcomed to our team.


We would be very glad to you for any ideas, help or advise with our project Star Trek: Defense Line.

Live long and prosper!

Web-site: http://ussdefiant.wix.com/stdefenceline-ru
ModDB page: http://www.moddb.com/games/star-trek-de ... e/#5650722
Facebook page: https://www.facebook.com/STDefenceLine/

Image

User avatar
MrVulcan
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 660
Joined: Fri Apr 25, 2003 2:00 am
Location: TO CA

Re: Star Trek: Defense Line (Developing a new ST RTS game)

Post by MrVulcan » Tue Jul 19, 2016 1:00 pm

Hi u.s.s.sovereign

Thanks for posting this here. Looks like you guys are making some nice progress. When I get the time, I'll be sure to check out the demo.

Just a note; you can use community created models as long as you are able to obtain permission, and/or able to use the correct licenses (gpl, etc).

You might get more responses if you post this on a modelling site. Also try MSFC

Best of luck!

u.s.s.sovereign
Cadet 2nd Year
Cadet 2nd Year
Posts: 33
Joined: Fri Jul 15, 2016 3:54 am

Re: Star Trek: Defense Line (Developing a new ST RTS game)

Post by u.s.s.sovereign » Wed Jul 20, 2016 10:39 am

Thank you, Mr. Vulcan. We will follow your advice and post about our project on MSFC. Also we'll try to get permissions form the society. Also I would be very glad to hear from you after you try the demo. Good luck to you!

User avatar
galac
Cadet 4th Year
Cadet 4th Year
Posts: 103
Joined: Thu Aug 29, 2013 2:00 am

Re: Star Trek: Defense Line (Developing a new ST RTS game)

Post by galac » Sun Jul 31, 2016 3:58 pm

Hi :)

Can you tell something about gameplay, races, ships, etc?? :)

u.s.s.sovereign
Cadet 2nd Year
Cadet 2nd Year
Posts: 33
Joined: Fri Jul 15, 2016 3:54 am

Re: Star Trek: Defense Line (Developing a new ST RTS game)

Post by u.s.s.sovereign » Sun Jul 31, 2016 11:34 pm

galac wrote:Hi :)

Can you tell something about gameplay, races, ships, etc?? :)
Hm. a classical RTS game with RPG elements. 6 playable races: Federation, Klingons, Romulans, Borg, Species 8472, Cardassians + some neutral ships, flying on maps. It will be like Armada series, but on a modern engine. Something like this.

MajorPayne
Past Administrator
Past Administrator
Posts: 1752
Joined: Wed Apr 23, 2003 2:00 am

Re: Star Trek: Defense Line (Developing a new ST RTS game)

Post by MajorPayne » Wed Aug 03, 2016 4:22 am

USS Sovereign. I've attempted to contact Shadow concerning his work via email so bare with me and await his reply. He was last online around mid June this year, so its a good possibilty he's still active enough to respond. If he doesn't respond within a couple of weeks then you may be out of luck. I'll also be posting images of a WIP custom model replacement for the Nagasaki in due course (its nice to know I haven't forgotten how to use MS3d :))

u.s.s.sovereign
Cadet 2nd Year
Cadet 2nd Year
Posts: 33
Joined: Fri Jul 15, 2016 3:54 am

Re: Star Trek: Defense Line (Developing a new ST RTS game)

Post by u.s.s.sovereign » Wed Aug 03, 2016 9:04 am

MajorPayne wrote:USS Sovereign. I've attempted to contact Shadow concerning his work via email so bare with me and await his reply. He was last online around mid June this year, so its a good possibilty he's still active enough to respond. If he doesn't respond within a couple of weeks then you may be out of luck. I'll also be posting images of a WIP custom model replacement for the Nagasaki in due course (its nice to know I haven't forgotten how to use MS3d :))
Thank you, major! Let's wait him answer. Thank you for Nagasaki!

MajorPayne
Past Administrator
Past Administrator
Posts: 1752
Joined: Wed Apr 23, 2003 2:00 am

Re: Star Trek: Defense Line (Developing a new ST RTS game)

Post by MajorPayne » Sat Aug 06, 2016 2:17 pm

Quick update. Shadow has granted permission for me to sort out his original version of Copernicus station. but not his latest version So that'll be started once the Nagasaki is finished (current status is around 80% mesh completion), as well as the few stations that need redoing.

u.s.s.sovereign
Cadet 2nd Year
Cadet 2nd Year
Posts: 33
Joined: Fri Jul 15, 2016 3:54 am

Re: Star Trek: Defense Line (Developing a new ST RTS game)

Post by u.s.s.sovereign » Mon Aug 15, 2016 8:27 am

MajorPayne wrote:Quick update. Shadow has granted permission for me to sort out his original version of Copernicus station. but not his latest version So that'll be started once the Nagasaki is finished (current status is around 80% mesh completion), as well as the few stations that need redoing.
Thank you very much, major! We're looking forward!

After some work we've created a Borg Cube test video. It shows workable Borg vessel for the first time and damage & destruction system. You can see all the debris are affected by physics and collide with each other and ships. By now the debris system is working not good, but we're working on it. Such debris will be used by players to get resources. Player will tug ship fragments to surplus depot and get additional materials from them. You will be able to try this in the nearest demo.

Borg Cube test video:
https://www.youtube.com/watch?v=GWsjm_xA4fs

Now we're searching someone who could create building animations for stations. We would be very grateful for any help!

User avatar
MrVulcan
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 660
Joined: Fri Apr 25, 2003 2:00 am
Location: TO CA

Re: Star Trek: Defense Line (Developing a new ST RTS game)

Post by MrVulcan » Mon Aug 15, 2016 9:36 am

Very nice work. I hope the destruction system is mostly automated so that people creating the models do not have to add these features to every model. Great ideas, and kudos to the team for the hard work in getting them implemented!

How detailed do you want the build animations to be? Poly-by-poly construction in Armada worked surprisingly well, and might need only a bit of modification on textures so that nacelles and windows start glowing only after construction is finished.

Anything more complicated will need some creative combination of game engine code and model animation. I can attest first hand that a brute force approach to this kind of work on hundreds of models is exhausting... lol.

u.s.s.sovereign
Cadet 2nd Year
Cadet 2nd Year
Posts: 33
Joined: Fri Jul 15, 2016 3:54 am

Re: Star Trek: Defense Line (Developing a new ST RTS game)

Post by u.s.s.sovereign » Mon Aug 15, 2016 3:42 pm

MrVulcan wrote:Very nice work. I hope the destruction system is mostly automated so that people creating the models do not have to add these features to every model. Great ideas, and kudos to the team for the hard work in getting them implemented!

How detailed do you want the build animations to be? Poly-by-poly construction in Armada worked surprisingly well, and might need only a bit of modification on textures so that nacelles and windows start glowing only after construction is finished.

Anything more complicated will need some creative combination of game engine code and model animation. I can attest first hand that a brute force approach to this kind of work on hundreds of models is exhausting... lol.
Thank you very much! Poly-by-poly construction will do. If you could help us with this issue, we would be able to add better station models to the game.

And yes, destruction system is made inside the engine, so it's our work, not modellers' one.

User avatar
MrVulcan
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 660
Joined: Fri Apr 25, 2003 2:00 am
Location: TO CA

Re: Star Trek: Defense Line (Developing a new ST RTS game)

Post by MrVulcan » Tue Aug 16, 2016 12:23 pm

Ok, but we'll discuss this again later.. right now, unfortunately, I can't commit any of my time.

Also, at the moment, I know very little about the unity engine. If you can supply me with relevant code snippets (ei, what you have right now on model hierarchy), I can start to explore things and plan my approach. I am reasonably proficient with model animation and c++ code in general, so getting something to a working state in not out of the question :)

Cheers
Mr. V

u.s.s.sovereign
Cadet 2nd Year
Cadet 2nd Year
Posts: 33
Joined: Fri Jul 15, 2016 3:54 am

Re: Star Trek: Defense Line (Developing a new ST RTS game)

Post by u.s.s.sovereign » Tue Aug 16, 2016 5:00 pm

MrVulcan wrote:Ok, but we'll discuss this again later.. right now, unfortunately, I can't commit any of my time.

Also, at the moment, I know very little about the unity engine. If you can supply me with relevant code snippets (ei, what you have right now on model hierarchy), I can start to explore things and plan my approach. I am reasonably proficient with model animation and c++ code in general, so getting something to a working state in not out of the question :)

Cheers
Mr. V
Thank you, Mr. Vulcan. We would try to find out what exactly is needed. It's not obvious for us what do you need to create Armada like animation inside Unity engine. If you have any ideas, let's contact via private messages.

u.s.s.sovereign
Cadet 2nd Year
Cadet 2nd Year
Posts: 33
Joined: Fri Jul 15, 2016 3:54 am

Re: Star Trek: Defense Line (Developing a new ST RTS game)

Post by u.s.s.sovereign » Wed Aug 17, 2016 12:11 am

Well, a new demo is finally released. It’s already version 24.1 though the previous one was 18.

I have already written about the models we were busy with. Eventually all the models were replaced. The meshes are provided by Major Payne (All the Federation vessels). Stations models (bearable) were built by our team because we still need building animations for good Major’s models.

The destruction system is also added to all ships and stations (ship or station is replaced with collapsing model while it’s destroyed). By the way, all the fragments have their own physics.

A primitive physics is also added to ships themselves, but there could be some bugs when a ship with disabled engines is hit by torpedo (because of torpedo system specifications). I wanted to cut off physics from ships, but it ingrained into the code and it would be a challenge to cut it off.

The fog of war is deactivated by now because of a performance issues (the game was dreadfully lugging). But now you can watch what the AI is doing.

The game map is remade to be a star system (a kind of). Player’s base is on one side from the star and AI’s on the other.

The AI itself was modified, though it keeps on building stations in wrong places (inside other stations). Now all the AI’s ships have three designations: defensive fleet, offensive fleet and reconnaissance fleet. AI acts a bit oddly, but we’re working on it and all other issues.

We added new stations to the game. Phaser turret, surplus depot (a place where player can recycle debris to resources) and outpost. Phaser turret – is just an ordinary turret. Surplus depot – if you drag a ship fragment to this station you would get some resources (by the way, the Borg cube from the latest video would give you a lot of resources). The outpost is just a heavily armed station with extraordinary fire effectiveness.

The battle system is now stabilized. And of course we solved some bugs.

IMPORTANT!

We tested this build on only one PC, so you could meet problems and bugs we haven’t met before. If something goes wrong – write to me. We will try to find out what has happened.

Download Demo 24.1: https://yadi.sk/d/yjKDLzMJuEanc

Image

u.s.s.sovereign
Cadet 2nd Year
Cadet 2nd Year
Posts: 33
Joined: Fri Jul 15, 2016 3:54 am

Re: Star Trek: Defense Line (Developing a new ST RTS game)

Post by u.s.s.sovereign » Thu Aug 25, 2016 3:51 am

Today we celebrate Star Trek Defence Line Birthday! It is a year since the official development started. Before that moment the game existed only as a draft. You can see screenshot created after a couple of weeks after the work started and a new one for compare. Many things have changed since that time.

Image
Image
Image

Post Reply

Who is online

Users browsing this forum: No registered users