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To-do ListLevel 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 Comments![]() Ruby |
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