Interstellar War

FLEET BATTLES

Latest News
Alpha Developer Midyear Update
Hi Everyone,

Spring and Summer are always difficult and busy times, so Dr.Strange and I wanted to give you all an update on the status of the Alpha and our ongoing efforts toward the game.

Over the last quarter we focused on implementing critical game functionality, making major under-the-hood improvements to make the game run smoother, rounding out the designs for all the core game systems, and planning the future state.

At its core ISW is, as I called it, a “Multiplayer Online Persistent Real-time 4X Strategy Game”. That definition lies at the core of our strategic plans for the game and informs all of our decisions.

Past/Recent Work:
Starbase and Orbital Structures: We have completed work on this and we feel it adds a major addition to the way the faction expansion game plays and feels. Look for more additions as time goes on.

Tutorial and Tooltips: We have been working on a tutorial and tooltips that will make the new player entry to the game more fluid and intuitive so we can build the multiplayer aspect in the future. A multiplayer game without players feels pretty empty.

NPC Behavior: A significant undertaking, we've implemented and will continue improving NPC behavior to make the galaxy feel alive. Random path NPCs are so 2004, we want them to feel like a threat and real enemies in the game.

Changes from the Previous Roadmap
Security and Pirates: Neither Dr.Strange nor I was particularly happy with our ideas for Security or Piracy, given the lack of rewards for stealing a ship and absent economic incentives. For the time being we will be holding off on this until we design and implement a Major Release that implements this properly. Security may be removed from the skill list, or at least blocked from skilling up for the foreseeable future.

Government: as there are currently only two factions, and that will remain for the time being, we are holding off on implementing the full government designs in favor of other work. Most of the work is done, and can be completed when the time is right.

Future Work:
PVE Objectives, Quests, Invasions: NPC behavior was the first major hurdle to these and we’ve added the basics to the game. As part of the tutorial we will also be adding Objectives and Quests. Completing those two projects sets us up to pursue additional mechanics that will provide meaningful and rewarding activities to pursue in game. Objectives will be static things akin to achievements and daily challenges that will reward players for completing particular tasks. (e.g. “Kill 50 Solar Worms – 500xp 1000cr” -> “Kill 100 Solar Worms – 1000xp 2500cr” or “Destroy a Starbase – 10000xp”. Quests will be more story and progressive. Invasions will be periodic major events that will grant rewards.

Economy, Building, Materials: We are examining a revamp of the Mineral system. It’s not really engaging or interesting from a crafting or building perspective, and having every faction with separate required materials we think doesn’t encourage conflict or cooperation in the way we’d like. Look for more info on this as the quarter progresses, but we’re looking at rare materials and rewards from objective/quests, drops from enemies, and exploration.

We seriously appreciate your involvement in testing and feedback on our decisions. Keep providing us with your experiences and ideas!
Thanks, The Doctors
ISW Q2+ Update

It’s been little over a month since our Q2+ Roadmap update and a lot of updates have silently as well as publicly trickled their way into the game for you to enjoy, so far:

We’re pleased to say starbase functionality is now complete and live, with factions now being able to commission builders, deploy outposts and add upgrades. Each upgrade increasing the upkeep of the base whilst also adding to its capabilities. Everything from weapons through disruptors to upgrade outposts into potent fully fledged starbases!

Screens are also thankfully planned for factions to manage the upkeep once enabled, enjoy the grace period whilst it lasts, your starbases will soon mature to require cr/hr.<

We’ve had time to make a number of nagging UI improvements:

  • Tabs have been enabled on the tactical screen, these currently include scanners, engineering, chat and crew, finally doing away with the chat widget and consolidating a few actions for future updates.
  • Planets now have a slight background colour to make them easier to see on the tactical screens.
  • Aggressing ships will now pulse to help you visually identify them without being fully reliant on the chat.
Agressor

Ships:

Transport class ships have been added to Matrix and Brood and will be added to other faction ships as well. These will have 10k cargo

QOL:

vast number of under the bonnet updates have been made to boost performance further and help us with future updates, with more comprehensive monitoring to give us better insight into any issues as they arise (always a bonus).

Direction:

We’re still moving forward with our Q2 roadmap although a few priorities may change shortly with the focus shifting to rounding the game. This direction shift will likely explore what is outstanding or holding us back from a V1 release, hopefully enabling us to start building the new player experience, missions and or other objectives. More on this in a future post.

Yours,
The Dr's

ISW Q2+ Roadmap

ISW Community,

Dr. Strange and I have been hard at work setting up the next phase of features to the game.  Most of these are beyond the initial design phase, and will enter the build phase in roughly the order below.  In the build phase Dr.Strange and I further tighten up mechanics and fill any gaps. The design documents are high level and subject to change if something doesn’t quite feel right.  

Throughout this, we will ask you to test the new mechanics for bugs, exploits, broken parts, etc.  I will be balancing ships and tweaking numbers to align with our intentions.

Starbase/Orbital Structures: Underway

These are at the core of a solid system defense.  They provide utility and defense for all faction players.  They are commissioned and controlled by the faction, can be upgraded, and cost the faction a daily upkeep cost to keep online.

Link to Orbital Design Doc

Security and Planetary Invasions: Ready to Build

Security has been in the back of our minds since the beginning, as the last skill to receive functionality.  This project includes multiple functions for the security skill: Attacking, boarding, and capturing ships, planetary assaults, a new troops attribute for all ships, and Garrison buildings for players to build.  Armor and AP will be included in this feature update, but will be inaccessible until the Equipment Update.

Link to Planetary Design Doc

Building: Partially Built/Ready to Build

Our initial design for Building 2.0 was constrained by architecture and underwent a few re-designs. The first pass you have been playing with is more of a Building 1.5 - this fully implements the designs we had for building, putting the freedom in your hands to do with your space as you will.

Link to Building Design Doc

Government: Partially Built/Ready to Build

We implemented a stripped down single-type version of Government when we went live.  This update features all four of the types of original government and their initial factions, special motions for different government types, the ability to overthrow and reform governments and much more.

Link to Government Design Doc

Inventory/Equipment: In Design In design currently

This update will introduce player inventory in which upgrades and equipment can be stored. These will include the majority of the original items from ISW.  Skill Upgrades, Weapons, Armor, Tools and more. It may include Ship Upgrade Items as well.

Exploration: In Design

I am beginning design expanding the exploration features of ISW.  This update will change how planets are assigned and interact with minerals, especially higher ranks.  It will likely introduce transferring minerals, and potentially more advanced economic ships. It will introduce Explorer-Class ships, multi-use general purpose ships designed to train, mine, and survey planets.  Survey mechanics, which will unearth caches of rare minerals, special equipment, and rare discoveries, which may include Rare Ship Upgrades.

Hotmail/Outlook Issues

For those alreadying playing you can ignore this update, for anyone having issues using a hotmail/out look account and being unable to login please join us in discord and let us know!

It's a known/reported issue with our mail provider and should be resolved in the near future

Click here for Discord

Yours,
The Dr’s

Merry Chirstmas and a Happy New Year

I’m sure you are all itching to join us in having a good ISW’mas and to kick this festive period off with a great deal of internet spaceship based chaos.

It gives us great pleasure to open the alpha to you all, hopefully you will enjoy this, the first version, of many to come!

Naturally there will be issues so please do let us know, give us feedback and suggestions and let’s try and make ISW bigger and better than it once was.

Please join us in Click here for Slack and Click here for Discord

Have Merry Christmas and a Happy New Year

Yours,
The Dr’s

December Developer Update - GET HYPED Edition

Happy Holidays to everybody! Everything is infused with Peppermint, Christmas music is playing in every public place, Interstellar War is going to have an Open Alpha, people are decorating for the season, everyone is shopping for gifts, and hoping to find something great under the tree this year.

Wait....

Did you just read that Interstellar War is having an OPEN ALPHA!!!

That's right folks! Santa and his elves (aka the Doctors) are bringing something exciting for all of us. We have been chugging along aggressively over the past few months and think it is time to show off what we've got.

Everyone is invited to this party, so spread the good news that ISW is coming to town!

ISW Holiday Alpha-stravaganza Info
  1. December 24th - January 4th: From Christmas Eve til the 4th the game will be an open alpha
  2. You can register right now, and on Christmas Eve the account will be activated.
  3. Or, on those dates you can go to the homepage, register, and start playing immediately.
  4. Everyone playing is expected to the adhere to the Rules of Conduct.
  5. The alpha will end Jan. 4th, and the game will be suspended while we recover from the mayhem of letting everybody go crazy, and fix everything you guys broke. At this time we do not know if a reset will be necessary. It will be a judgement call based on what happens.
Tips, Tricks, Recommendations and Warnings
  1. The game is completely playable and we are still adding features and functionality through the end of this month. However, it is an alpha, so we suspect that there will be bugs and exciting things you will break.
  2. There are still some feature gaps that we are hoping to get into the game, but we are choosing to open the floodgates with some missing functionality that we will add, rather than keeping you guys waiting.
  3. Building: We intend to have some basic functionality for building, but you might want to hold off maxxing it out. There will be terraforming and planet claiming, but other functionality is pending.
  4. Security: The redesign of how it will work is underway, but time constraints mean it is not functional. Don't bother putting points into it.
  5. Cloaking Doesnt work. At all.
  6. IMPORTANT - FACTION CHOICES: when we open it up, there will be NO faction changing or username changing. We recommend that people discuss joining different factions so we don't end up with only two factions with players. Try something other than Terran

On behalf of the Doctors, I want to thank all of you for sticking around and following our development. We are very excited to be able to bring something to all of you this holiday season.

Interstellar Wars is back! (from December 24th to Jan 4th. Normal rules and conditions apply, the doctors cannot be held liable for angry spouses, grandmothers, parents, or other entities which may take issue with you spending Christmas morning playing ISW instead of spending time with loved ones)

November Update

Hey there everybody, I know this update comes a bit late in the month, but it contains exciting news. We can’t express how much we appreciate your support and patience through the process, and we believe that the wait will have been worth it. This is a labor of love for us, and we are pouring as much time and energy as possible into getting it up and running as fast as possible.

Get HYPED, because we are so close. We are planning an opportunity to get people into the game and start having fun, breaking things, and getting a full blown dose of that good old fashioned nostalgia.

Major updates:

  1. We have been making incredible headway and are aiming for a Christmas Alpha release.
    1. Much of our time is being spent on finishing up and polishing the existing game features as we try to implement as much as we can before the Alpha go-live.
    2. How this will look and how many/who will be involved is still being determined, but we have some BIG plans.
    3. Look for the Alpha Announcement at the beginning of next month, and instructions for how to join the Alpha shortly after that.
  2. The Admin team has put together a preliminary Rules of Conduct, check it out at the end of the update. We needed to put this together so that the community has rules that govern behavior. We want everybody to want to play the game and know that they aren't going to run into issues.

Development Updates:

  1. Planets and Systems
    1. Mapped planet locations and Imported to the game
    2. Imported Planet minerals
    3. Linked Mining to the Tick
  2. Ship Combat
    1. Shield functionality added
    2. Critical Hits! Will be implemented after the Alpha
  3. NPC Interaction
    1. Populated NPCs in All Star Systems
    2. Behavior Adjusted, Auto-Attack, Chase, Fight Back~
    3. Experience for Killing NPCs added~
    4. Shared Experience Distribution pushed to later build, delayed until after Alpha~
    5. Add enemy Ship Size and Rank to Tooltip
  4. Character
    1. Experience implemented, includes experience from NPCs and Mining
    2. Leveling up skills added and working
  5. Architecture and UI Improvements (technical)
  6. Business Planning
    1. Created a Patreon
    2. Supporter tiers and levels still in development
  7. Arena, unsure if it will make first Alpha build
  8. Building: we are hoping to push it into the Alpha build, but will depend on time constriants.
    1. Implement Building Skill
    2. Implement Terraforming/Claiming planets
    3. Add the old ISW Building Tables
    4. Add Size/Space Attribute to planets
  9. Security (Unlikely for Initial Alpha build)
    1. Mechanics for actual combat completed
    2. Boarding
    3. Taking control
  10. Bug Fixing (edited)

Interstellar War Rules of Conduct

Interstellar War is a game created by fans, for newcomers and fans, of the original Interstellar War. We aim to recreate the experience of excitement and player interaction that made it a great game. Cracking jokes, creating rivalries, pulling off impressive heists, and inter-player politics are a part of Interstellar Wars, but building a community of collective fun is about trusting that players are doing the right thing and treating each other properly.

Our Code of Conduct is intended to outline the behavior that can take away from the collective and therefore will not be tolerated.

  1. Offensive language - You must not use any language that is offensive, discriminatory, racist or obscene.
  2. Player Abuse (includes spamming) – You must not threaten, insult, solicit, or abuse other players of this game.
  3. Bug abuse (cheating) - Any bugs found within the game must be reported to ISW Admins immediately.
  4. Using third-party software like bots or Macros - You must not use other programs to gain an unfair advantage at the game.
  5. Account sharing/trading - Each account should only be used by ONE person.
  6. Multiple logging in - If you create more than one ISW account, they must not interact or be used to gain an unfair advantage within or outside the game.
  7. Password scamming - Asking for another player's password for any reason will not be tolerated.
  8. Asking for personal details (addresses, phone numbers, emails, etc.) - To protect players' safety and privacy, you must not ask for personal details.
  9. Advertising/website - You are not allowed to actively advertise in the ISW game or ISW forums.
  10. Real world trading - ISW items must only be exchanged for other items/services within the game.
  11. ISW Admin or Mod impersonation - You should not attempt to impersonate Admins or Mods in any way.
  12. Misuse of official forums - Forums must be used respectfully at all times.
  13. Encouraging others to break rules (all rules included) - You must not encourage others to break any of the rules.
  14. All rules are at the discretion of moderators and Admins, but we are reasonable gods.
October Update

Hey Community!

Major updates:

  1. The skeleton of the game is playable.  You can start from the beginning, gain experience and credits by mining and killing npcs, buy better ships to get more EXP and CR, jump to Hyperspace and visit other Star Systems.  IT FEELS LIKE ISW!
  2. Chat is live, along with the in chat Combat log
  3. Governments motions are live

Upcoming/Work In Progress Updates:

  1. Planet Mapping Continues.
  2. Ship Combat
    • Shields First
    • Critical Hits!
    • Link Mining to the Tick
  3. NPC Interaction
    • Populate NPCs in All Star Systems
    • Behavior Adjustment, Auto-Attack, Fight Back, Repair
    • Experience Distribution
  4. Planets
    • Correct Mineral/Planet Table
    • Add Size/Space Attribute to planets
  5. Architecture Improvements (technical)
  6. Business Planning: Looking into Patreon
  7. Arena (Nice to have, unsure if it will make first Alpha build)
  8. Building (Unlikely for Initial Alpha build)
    • Implement Building Skill
    • mplement Terraforming/Claiming planets
    • Add the old ISW Building Tables
  9. Security (Unlikely for Initial Alpha build)
    1. ~Mechanics for actual combat completed~
    2. Boarding
    3. Taking control

We are incredibly excited about the progress we've made, and a Christmas gift for all of us.

We are targetting an Initial Alpha release in the last quarter before Christmas.  ISW is almost back!

- The Doctors

September

Hey Everybody!

The progress on ISW continues in ernest. The summer has been busy, so thanks for not taking up the torches and pitchforks when the August Update did not come

Major Updates:

  1. The Arena is underway and being tested with 100 ships!
  2. NPCs: We've populated the NPCs and have been testing combat against them to make sure it feels right and fun, and doing some tweaks where we felt appropriate.
    • NPC experience will be implemented next.
    • We have an exciting change where anyone who attacks and deals damage will gain a portion of the experience.
    • They attack and get aggressive after you have engaged.
  3. Chat functionality has been progressing nicely.
  4. Government systems and fuctionality is built out. We've been working on adjusting the way some of the systems work, and how the standings (At War, Cease Fire, Neutral, Friendly) Let us know if you think the standings should affect whether you can attack another faction.
  5. I have been working on mapping the Star System planets, which is a manual, tedious, and exciting process.

We're feeling really excited about the progress and where we are getting to.

- The Doctors
July Update

Hey there everybody!

We Doctors have been chuggin’ along nicely, designing, coding, tweaking, and adding features as fast as we can.

Some major accomplishments this past month despite us both moving homes:

-Shield Design aligned with the way ships work,
-Designed security both as a base functionality and planning for the future
-Player Experience and Skill ups are LIVE! Designed the NPC experience gain.
-Mining, unloading, and selling minerals is live! You even gain exp from Mining!
-Government systems have been tweaked to align with the faction background material, and designed so that they should all be equally viable. They should be live pretty soon.

We are feeling super positive about the pace and how nicely everything is coming along. We can’t say when the Alpha will go live, but we are aiming for SOON™, and it is well inside the realm of possibility that Christmas comes early.

Our Current Project Plans Below

  1. Engineering
    • Ship System Control (On/Off binary)
    • Powernet
    • Repair
    • Lock Repair to the Tick
    • Design Shield Functionality
    • Add Shield Functionality
    • Lock all Module Performance to Module % Health
  2. Player Skills and Attributes
    • Add Player Skills (Command, Gunnery, Engineering, Piloting, Security, Building)
    • Add Player Experience Attribute
    • Experience Point Cost/Skill Level Up Calculation
    • Skill Level Ups (Spend Experience)
    • Link Skills to Various Systems
  3. Planet Interaction Mechanics
    • Planet Attributes + minerals tables
    • Move to orbit
    • Mine!
  4. Economy
    • Ship Inventory Interaction.
      • Add/Create [Mining or loot etc],
      • Remove (see below)
    • Trade Screen: Xfer to Base/Another Player (Delayed)
    • Sell to Starbases
    • ?Faction Mineral Tables?
    • Auction System for Minerals (Delayed)
  5. NPC introduction to tactical. Attributes/tables there, just populate them
    • Create Base level NPC loot (exp, credits, minerals)
    • Design NPC exp awarding
    • Determine NPC placement coordinates
    • Ensure NPC behavior is correct (edited)
  6. Security
    • Design Security Combat
    • Implement MVP Security
  7. System Layout
    • Planets Coordinates in Core systems
    • Planet Coordinates in secondary/bonus systems
  8. Government Systems Revamp
    • Adjust GovSys to be inline with Racial lore and feel
      • Collective
      • Democracy
      • Oligarchy
      • Dictatorship
    • Design/Adjust Government to Bring them inline with eachother.
    • Implement high level government systems.
  9. ARENA!!!! Do it
  10. Chat
    • Test Chat UI
    • Update/Upgrade the test chat system
    • Implement channels
June Update

Hey Community!

As hinted in our last update, we've had a number of commitments that have halted our progress. Thankfully (as those of you in slack would have seen) progress has been made and we should be back on track in due course to start implementing the remaining features.

Below as before is our current High level document for tracking design and implementation, less the now removed the completed tasks and updated with a few now complete/inprogress.

  1. Engineering
    • Design Shield Functionality
    • Implement Shield Functionality
    • Lock all Module Performance to Module % Health
  2. Player Skills and Attributes
    • Skill Level Ups (Spend Experience)
  3. Planet Interaction Mechanics
    • Mine!
  4. Economy
    • Ship Inventory Interaction.
      • Remove (see below)
    • Trade Screen: Xfer to Base/Another Player
    • Sell to Starbases
    • Faction Mineral Tables
    • Auction System for Minerals
  5. NPC introduction to tactical
    • Create Base level NPC loot (exp, credits, minerals)
    • Determine NPC placement coordinates
    • Ensure NPC behavior is correct (edited)
  6. System Layout
    • Planets Coordinates in Core systems - In progress
May Update

Hey Community!

The Admin team wanted to provide an update on our progress and our current work being done. The members of the Admin team have had some personal responsibilities that briefly interfered with the pace of implementation, but we can assure you we kept the ball rolling.

Below is our current High level document for tracking design and implementation. We’d like to be highly transparent with you guys. If you have questions or input let it rip on Slack.

  1. Engineering
    • Ship System Control (On/Off binary)
    • Powernet
    • Repair
    • Lock Repair to the Tick
    • Design Shield Functionality
    • Implement Shield Functionality
    • Lock all Module Performance to Module % Health
  2. Player Skills and Attributes
    • Add Player Skills (Command, Gunnery, Engineering, Piloting, Security, Building)
    • Add Player Experience Attribute
    • Experience Point Cost/Skill Level Up Calculation
    • Skill Level Ups (Spend Experience)
  3. Planet Interaction Mechanics
    • Planet Attributes + minerals tables
    • Move to orbit
    • Mine!
  4. Economy
    • Ship Inventory Interaction.
      • Add/Create [Mining or loot etc]
      • Remove (see below)
    • Trade Screen: Xfer to Base/Another Player
    • Sell to Starbases
    • Faction Mineral Tables
    • Auction System for Minerals
  5. NPC introduction to tactical
    • Create Base level NPC loot (exp, credits, minerals)
    • Determine NPC placement coordinates
    • Ensure NPC behavior is correct (edited)
  6. System Layout
    • Planets Coordinates in Core systems

You can see some screenshots below as well.

Starbase and Star Ship

April Update

Many of you have been asking after the progress being made, and Dr. Strange and I wanted to give you all an update. Moving forward, I will be taking over the Project updates so Dr. Strange can use his superior abilities elsewhere. My aim is to go frequent, informative, and transparent.

Dr. Boom (that’s me) is a Game Designer, rules engineer, and Project manager. He is responsible for most of the formulas that make use of ship statistics, player attributes, and leveling/experience. He is the guy who assembled most of the tables, and designed the NPC statistics. All of my ideas are bounced off Dr. Strange, dude’s a genius.

Dr. Strange is the Lead Developer mastermind behind all of the actual code, systems interactions, and screen layouts that comprise the game. He manages the database that holds the tables that populate the information within the game. Anytime something new needs to be added to the game, an adjustment or tweak needs to be made, etc. he is the man doing it.

Dr. Who is the Workspace Admin and he manages the web portals, and keeps everything online. Without him the lights go out.

Together, we discuss ideas, determine prioritization, and then test our ideas once they’re live. We have made significant progress, but there is still work to do.

First, I want you all to know what you can currently do in the game, and then in my next post I’ll give you a glimpse into our development project pipeline.

Currently, the game is in an incomplete state. You can commission a ship, board it, turn the systems on, fly around, fire your weapons, repair the ship hull. You can even “Activate Hyperdrive”, and then scoot on over to another of the 9 current starsystems. But we aren’t quite "there" yet.

The team has our project plan for the “Ultra-Minimum Viable Product” and we would like to share it very soon. Our goal is to complete that and then open up an Alpha testing phase.

A year in review

Well, nearly, it’s been 9 months since the first update (but who’s counting). It was an exciting day for us all and although we’ve been working away as fast as possible, time and commitments permitting, it’s always been somewhat difficult to show (let alone describe) some of the work taking place.

Hopefully however you will now notice the somewhat dramatic nature of recent changes and pop over to Slack with any feedback.

Although it may seem minor, the update(s) you are now seeing is the result of 6 months of behind the scenes decisions, development and design.

This new design also marks the first release since we first launched, to put that into perspective, 1520 files have been modified/created and 304347 lines of code have been written.

We’ve still got a way to go but hopefully this will serve as a taster of what direction we are moving in; currently however we’ve got some troublesome NPC’s to wrangle and mechanics to tweak.

Hopefully you all had a good Christmas and are looking forward to the year ahead.

All of your bases

As some will have likely seen on Slack, recently a picture of all of the starbases occupying the void was posted. Although this may seem a little greedy or indeed sinister the purpose was in fact quite the opposite.

By bringing all the starbases into one system we’ve been flitting between them, grabbing different ships and having a bit of a free-for-all, although fun, this is in a view to test that everything is working as it should when ships are purchased, commanded, shot and destroyed.

This effectively being what we’d all like to be doing. Although these areas are looking more rounded there is still quite a bit of work to be done and a lot to be tested.

Much as the previous hinted, we are still considering a preview/testing session, although this may evolve to an alpha style release. Although limited, it would allow us to test a lot of the core mechanics and stresses of certain aspects of the game.

As ever work is ongoing and I’ll endeavour to keep posting updates, feel free to pop into Slack and give us a poke however… we don’t bite.

Trigger Happy

Since the last update, we’ve been working tirelessly on the game mechanics, ship combat, engineering and module interactions. All of which have come a long way. Each has been tested (perhaps a little too much) and I’m excited to soon start considering a limited alpha… a date with a dev if you will.. where I will likely invite a select few on a number of dates for “supervised” testing.

There are, as ever, still several issues to work out and balancing to consider but for the most part it should feel like the old game, with a few surprises.

Tactical, for some time has been an issue for us. I’m happy to say this is no longer the case, we’ve achieved something which will hark back nicely to 2002 but also fit in 2017 (it’s really been that long!) and I suspect most will be excited to see.

Special mention, for those that have joined slack and provided support/feedback, thank you (you know whom you are). For those that haven’t, join us: Slack

PS, although updates have been less frequent, don’t fear, we are tirelessly working away. Find us on slack if you need constant reminders and sneak peaks of what we’re tinkering with.

Objectives

Buy a ship, launch, explore…. Then??... over the next few weeks we will be looking at the much needed “what happens next” aspect. Currently our one system is a little lonely… lacking much more than a few boring planets and a starbase.

First up is NPC’s, what we have are NPC’s that are a little lifeless, they spawn as necessary and roam a system (within reason) … at this point we’re looking at adding some firepower and attitude into the mix.

To start this off we will be looking firstly into how damage is delivered, which skills and modules have which effects and more importantly how this is relayed to you to make decisions upon.

We have a few ideas of our own but are open to suggestions (forum if you please). This will likely be a time consuming processes so updates as ever may be few and far between but rest assured we are still here and toiling away.

Lastly, we have a slack channel, please feel free to join and ask questions or be there purely for moral support... this will be rescinded if abused or if we’re harassed too vigorously . Slack Invite

What good is tactical anway?

As many will fondly remember, starbases where the hub of most activity within ISW, mainly as this is where our vast arsenals of ships where stored. With this in mind our attention is now shifting away from tactical and it seems as good a point as any to delve into starbases.

Currently we can purchase, dock, commandeer, repair and sell ships… all a good start but more critically we are now able to undock… it seems however docking is somewhat of an art form at present….

Over the coming weeks (once we get our ship back into the base and stop flying around tactical) we should hopefully refine some of the mechanisms involved and start to round of other areas off the game.

Stay tuned.

Tactical Part 3

Tough decisions ahead; for some time now the focus has been exclusively on the new tactical. The idea behind the new tactical is to allow us to slowly move away from turn based logic (but not too far) and add other dynamic layers to the gameplay.

For example, previously ship moment was constrained to the ticks and was purely linear, the newer tactical allows real time ship movement by double clicking the grid, the fastest route (avoiding obstacles) is calculated and said ship will begin its movement. This allows greater use of ship characteristics such as a speed and range but also will add an element of piloting to the mix.

Furthermore, the real-time aspect would also prevent the need to refresh the game which has various performance benefits.

Here in lies the dilemma, the added complexity in delivering tactical 2 is putting a strain on development as naturally there are more hurdles to overcome. As a result it is consuming more time than anticipated.

The existing or old tactical however has been implemented and does function as before (albeit slightly upgraded) however at this stage it feels a little out of place.

At this stage in the project it might be worth taking a fork in the road and returning to tactical 2 at a later stage or it might be worth the delay to proceed as we are.

Decisions decisions.

Over the coming weeks I will be away on holiday, a higher power has banned the use of laptops for the duration and as such there will be a break in development. I will however endeavour to monitor the forum and answer questions so please discuss.

Tactical Part 2

Having eluded to something a bit different being on the cards for tactical, I wondered how best to visualise something that we’ve been tinkering with…

Alas words didn’t seem quite enough soo…. maybe look ... here

N.b: Full disclosure this is a prototype (we are in closed development after all).

Tactical Part 1

It’s been a while since the last update, mainly because we’ve been tirelessly testing different options which alongside other commitments has taken a fair bit of time.

Some of these include:

  • TacticalXL: Expanding the tactical screen, somewhere in the region 1000px x 1000px.
  • TacticalDynamic: Expand the map to the available screen dynamically.
  • TacticalCamera: Have the player centred in the view (camera) whilst they move around a map (like the old starmap).

Unfortunately, there are issues with those among a few less notable options. We do however have another option albeit a complex one. Currently we’re exploring this further but as is likely evident we aren’t given too much away, but stay tuned… there may be a few surprises ahead.

Tactical

Over the coming weeks our focus is shifting to tactical. The tactical grid allowed for most of the games actual behaviour by using the 15 second tick to allow players to move, shoot and generally cause chaos (as I’m sure most will recall).

Tactical however was quite basic, click here, go there, click here, shoot that. It also only spanned a whopping 580px by 440px (7 x 9 squares), this leaves us some room to get a bit creative in modernising the game.

Here in lies a dilemma, how should we modernize tactical?

Right now, we have a few ideas which we are exploring, ranging from the seemingly simple “make it bigger” through to some quite experimental ideas that could open several doors.

We’re not 100% sure which route at this stage we will take but there will be a few more updates in coming weeks as we explore each accordingly.

The Tick

There have been a few posts in the past about which aspects of the game we are looking to keep and which are looking to improve or even replace.

The 15 second tick being somewhat crucial among them. This past week we’ve been focusing on the tick, something that we had already put in place but thought it best to revisit.

In the days of old the ill-fated browser refreshing and server unavailable slowly got the better of the game, to keep this in check we’re adopting a new approach.

Instead of refreshing the browser or polling the server for updates we are now pushing data directly to your browsers, this has several benefits but key among them are that:

  • We can cut the number of browser refreshes (eventually to nil)
  • We can keep all users synchronised in real time (refreshing will be discouraged)

But why keep the 15 second tick?

The game lends itself to a delay, you may need to type a message, cycle your weapons, pick a destination and ultimately choose whom to fire upon (or not).

This will likely be revisited again over time but for now, we’ll be ticking.

Forum

Is it Back? In short, Yes.

Over the recent weeks there have been numerous changes afoot. As a result, we’ll not only be breaking our radio silence but also aiming to deliver more updates on a more frequent basis.

The first of which is the forum, we’ve been forced due to technical reasons to create a new forum. In the interim, both will be available and we encourage you to move any content/ideas and or suggestions from the old to the new (as well as signing up).

OLD: http://community.interstellar-war.com/

NEW: https://iwcommunity.interstellar-war.com/

We will eventually close the old forum and have no plans at this stage to create any new forums.

Update

Comming Soon™

Overview

Interstellar War is a free to play online multi-player game of tactical space conflict. Requires only your web browser to play.
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