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Level 06: Smoke and Mirrors
Environment	Small Asteroid field; Asteroids (dense, briefly) [asteroid w/ Carter's crashed astrofighter]

Level 07: Sargasso
Objectives	escort EDF ships out
Boss	2x small Fortress Planetoids


Level Editor Presets:
	space, asteroids, minefield, space station, nebula, ship graveyard, maze

Multiplayer Power-ups
	Countermeasure / anti-beam particles
	Nano-repair
	Hyperjump / total repair
	shadow/damage trail
	Stealth
	Gun pods
	Secret level power-up

Mission-Specific
00	Radar stations, SAM-sites etc.
	Boss:	Turrets, beta laser and plasma bombs
	Recon deathball miniboss

01	Death planetoid miniboss
	Update hotspot on command carrier and add new weapons

Level 02: Asteroid Belt
 - Extra enemies (super mining claw) and mining environment after mid-level bosses
 - Asteroid turrets (Dual Laser and Gatling types - fixed-vertical-fire and tracking - darker colour)
 - Extra fighter/bomber types
 - Environment	run-down ships and junk
 - Objectives	destroy mining operations, protect habitat zones.

03	Enemy buildings (based on Imperial Fortress)
	Radar installation and anti-aircraft flak turrets
	Re-entry effects, searchlights, isotope bonus, 
	Mini shield generators to share additive overlay with larger versions
Level 03: Simetra IV
Environment	animals
Opposition	Pirate Fighters
(Player Ships fitted with headlights)


04	Planet, Wrecked ships, Missile strike
05	Boss:	Shield ship with rifle/sword
		Sounds for weapons
		Articulated head object
08	Enemy hovercraft and subterrenes 
	EDF missile launchers
09	Tracker tanks at boss (mk.ii w/ missiles and yellow shots), 
	HoverFlyz, Missile/Gun boats, 
	Attack crawlers, 
	Missiles for Subs, 
	subterrenes
	Revisit mission 9 graphics
10	Death-X - Mass-production type units
11	Assault Crawlers
	'Woodlouse' Tanks
	Snow-coloured hovertanks
	Revisit mission 11 underwater mode
	Check underwater weapons.
12	Shield and Rifle/Cannon for Boss
	Variable direction for Cruiser
	Heavy Fighters
	More installations?
13	Animate Boss head, 
	Laser-Sat repair sequence
	Fighter cover
	Escaping ships
14	Boss: Shield detach behaviour
	Boss head object
	Attack cruiser blue: Side Heavy Pulse Guns, Mine launcher, Plasma mines, Fighter Launch, Cloak, Self-repair


General:
 - Environment:	Jet Streams in Atmosphere, Searchlights
 Roll-Up: FG.Holos, Planets, Orbital Platforms
 Game Options Checkpoint (interval/off) | Camera shake (on/off) | Window/change resolution | V-Sync (on/off)
 Particle options actuator life, fire mode (static/dynamic), vapour trail life, debris particle life and cap

 - Statistics: # Targets destroyed, # Missions played, # Dai-X Fighters destroyed, # Mode changes, Shot accuracy
 - Plasma and fusion cannon upgrades
 - Merge Alliance [cruise, nuke and frag] missiles
 - Merge player missiles
 - Merge enemy turrets
 - plasma mine dispenser

HUD / Dialogue
 - Internal damage
 - Large object approaching
 - Proximity/approach alert
 - Warning: foreign object / Alien Device Attached
	- surge, drain, damage (for power sappers etc.), 
 - Yellow Countdown for timed MiniBosses
 - Dai-X Fighters - launch-ready/repaired - (ref-ready audio)

New Enemies
 - Extra Alliance ground installations, including extra turret types
 - Healing enemy - repairs enemy (and possibly player) while attached
 - Spatial torpedo enemy - unguided > constant homing
 - Kamikaze - unguided approach
 - Thief enemy - steals special weapon or other item - destroy to retrieve
 - Eiichi Saito: Lizard tank, heavy fighter, assault ship

Mission 16

 - Heavy (grey) and Ultra-Heavy (blue) Bombers, Small Space Death-Xs
 - Fortress internal Turrets, missiles, flamethrowers, force-fields, DeathBalls and Trains etc.
 - Boss 2 - Death-X Original w/ Interchangeable Equipment
	- [ Mobility / Bladed Weapons / Ranged Weapons ] (uses Ultra-heavy bomber variant as a subflight lifter)

 - Generator plant defences
 - Fighters at main gate?
 - Internal Defences
 - Internal tramway with trains and deathballs
 - Obstacle course with barriers and timed forcefields


Queued
 - Dai-X Special Weapon: Point singularity bomb
	Light rays
	Additional damage to ground targets? (indicated via particles?)

 - Legtrax mini pulse gun

Future Version Roadmap

 - 0.84 - Mission 16, Sound effects refresh
 - 0.85 - Complete Airstrike feature across all missions, including adding all weapons and features to Space Carrier
 - 0.88 - gap-filling, Mission briefings
 - 0.89 - Co-operative multiplayer
 - 0.90 - Cutscenes

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