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Post ID: 338913
#1
Posted Fri 22 Sep, 2017 9:29 PM
–
Last edited by u.s.s.sovereign; Fri 22 Sep, 2017 9:32 PM.
Hello everyone! I'm a member of game development team. We are working on a new game set in Star Trek universe - Star Trek: Defence Line.
'Star Trek: Defence Line' is a non-profit RTS game for PC.
You can find additional information here:
UFP Forum Thread: https://ufplanets.com/showthread.php...w-ST-RTS-game)
Interview with project leader: https://ufplanets.com/news.php?1108-...e-Project-Lead
Website: http://ussdefiant.wix.com/stdefenceline-ru
ModDB Page: http://www.moddb.com/games/star-trek...-line/#5650722
Facebook Page: https://www.facebook.com/STDefenceLine/
Along with programming and modelling we need to work on voice acting for the Federation faction. As we have no actors for such work, we decided to find talent people among our fan society. Everyone can take part in voicing Federation captains. Record phrases we give to you and send files to us. The best voices will be added to the game, and the actors added to our credits list. We're awaiting you aboard, captains!
If you would like to take part in voice-acting - write to u.s.s.sovereign@inbox.ru
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Posted Sat 23 Sep, 2017 5:10 PM
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Posted Sun 24 Sep, 2017 5:37 AM
Okay, i'll be firing up my email for this. How can i deny these people the benefit of my awesome voice?
Great! We're awaiting your readiness.
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Posted Sat 09 Dec, 2017 7:35 AM
Are you still looking for people for voice over mate? I wanted to reply to this when I saw it last and I appear to have forgotten!
Sent via the Argus Array, intercepted by the Romulans, sold on as stolen intel by the Ferengi, sent to the Admirals secretary and then passed on to Junior officer, downloaded by section 31, used as a plan to stop the Cardassians and then redirected to the sender two weeks late!
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Posted Sun 03 Jun, 2018 5:59 AM
Are you still looking for people for voice over mate? I wanted to reply to this when I saw it last and I appear to have forgotten!
Sent via the Argus Array, intercepted by the Romulans, sold on as stolen intel by the Ferengi, sent to the Admirals secretary and then passed on to Junior officer, downloaded by section 31, used as a plan to stop the Cardassians and then redirected to the sender two weeks late!
Avenger, not at all! We're still awaiting for)
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Post ID: 397496
#7
Posted Sat 24 Aug, 2019 7:22 PM
Good evening, officers!
Today our project celebrates its 4-year anniversary since the beginning of work. We're still alive, though a lot of game modules had to be rebuilt. Thanks to unexpected reinforcement we finally managed to finish a workable engines module. It causes no bugs. The work is going on.
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Post ID: 397578
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Posted Tue 27 Aug, 2019 3:53 AM
Great to hear! And happy anniversary!
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Post ID: 424546
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Posted Fri 28 Aug, 2020 5:23 PM
Greetings, Ladies and Gentlemen!
The Defence Line project celebrates its 5th anniversary. We’ve been silent for a year, and you could consider DL dead. Well, that’s not true. Now I’m going to tell what has been done since our last news report.
Five years ago our project leader was a schoolboy whose enthusiasm started our DL project. He was just an amateur solo developer. Since then, the old Defence Line had been under construction. Of course, the amateur programmer had to make his own billion of mistakes. The project had a dreadful amount of troubles and bugs, and each next got was more and more difficult. So our project leader had to start the re-coding the game mechanics from the beginning.
After a year of working we finally got to the point where we left the old Defence Line.
1) The main part of game mechanics has been successfully recreated. The game feels as it used to be before the “reboot”.
2) The building system is much better and more stable than in the old DL. The player can select unconstructed stations and decommission stations and ships.
3) Each starship or station has its own building animation (Armada 1-2 style — polygon by polygon).
4) The starship’s or station’s icon now has a faction background that shows which faction controls it. The colour of the selection circle shows the colour of the player:
5) A small but very nice effect for phasers: arcs are now visually loading before firing. USS Typhoon is about to fire phasers:
6) We have upgraded the MSD system to display systems status in colours. Green, yellow and red on the MSD icon of the ship or station:
7) We’ve improved the sensors. Their effectiveness depends on alert status. The range is not affected but if your ship is on Green Alert, the full range allows you to see starships and stations, as well as all the data about them. If the ship is on Yellow Alert, only part of the range is fully informative. The outer part of the range shows only a noisy shape of the ship, without any info about it. If your ship is on Red Alert, you can see only full data in close range, in the middle range you can see a noisy shape, and the outer range shows you only noises, even without a shape to guess the nature of object or its side:
Impulse engines now stabilize the ship’s position if it got impulse after impact. If the engines are down, the ship or station will keep drifting through the map until it is destroyed by stellar bodies or leaves the map boundaries.
9) We started created special abilities of ships. By now we have antimatter mines (Defiant class) – mines model is needed; and phasers sheaf (Saber class) - 4 accurate shots at the selected target or its subsystem with heavy damage to the shields or the selected subsystem.
10) The main death explosion effect is now preceded by small explosions:
11) We have added pulse phasers for the Atlantia class:
12) The research system has been completely changed. Upgrades are now located not in the science station menu, but on the separate screen where the player can choose which station or facility should conduct the research.
13) Asteroids are now selectable and mining ships are gathering dilithium from them.
14) The light has been changed. The skybox now creates soft illumination.
15) And perhaps the most odd thing is that now the name of the ship is displayed on its hull. The NCC numbers will be added a bit later.
16) Ships now can change the altitude. It allows you to build your fleet in formation in full 3D.
17) If the ship is severely damaged its lights (nacelles, impulse engines, etc) will wink.
1 The ships’ “parking lights” added.
19) Thanks to TUB_Husker we have Defiant class, Prometheus class, textures for some models and drydock model.
Along with the good news we have some problems that still take time to solve:
1) The engines works a bit oddly (we cannot find the reason for ships’ short range teleportation. Spore-drive experiments? XD).
2) The fleet control menu is now absent. It will be added after fully functional MSD and Specials.
3) The Borg Collective is still needed to be created. We plan to make the Borg very different from other factions. One of the reasons is to make the game for the Collective more complicated as the Borg is outbalanced.
4) Borg ships moving needs to be created.
5) The trading station and the trading itself have not been created yet.
6) The AI is lost and needs to be recreated from the beginning.
7) The cursors system needs to be readapted from the old DL.
The Main and Pause menus are lost and the only way to exit the game is with alt+f4.
Here is our leader’s attempt to texture. Klingon construction ship.
As you can see we are still fighting and have the desire to win.
Live Long and Prosper!
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Post ID: 424626
#10
Posted Sun 30 Aug, 2020 5:04 PM
I'm really interested in the game. Thanks for sharing, mate. Well done! 😍😊😎
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Posted Mon 31 Aug, 2020 10:07 AM
I'm really interested in the game. Thanks for sharing, mate. Well done! 😍😊😎
Thanks) We're doing our best.
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Posted Tue 24 Aug, 2021 12:27 PM
Hello to all fans of the Star Trek universe. Today Star Trek Defence Line project celebrates six years since the beginning of active development of the game. We have been silent for a long time, but today is very special day for us. For the last six years we have been working on the game, for these six years you have been supporting us giving strength in our struggle. Thank you very much for being with us.
This birthday will be special primarily because along with this post we are releasing a demo 0.10 of the second phase the project development. The last playable demo available for anyone was released in 2017. Since then a lot has changed and it is very important for us to know your opinion on the current state of the game. If you find any bugs write to us about them. Unfortunately, not all systems have been restored since 2020 data loss, and some functions are turned off. For example the resource collecting is not working by now (the player is given 1,000,000 points of Dilithium and Titanium instead).
What you can do:
The player can build five types of stations: starbase, two shipyards, research station and outpost.
The player can build twelve starship classes: five in the first shipyard, six in the second and one in starbase. Outpost is also capable of building Defiant-class ships, but since this class could be constructed in the first shipyard, it does not count.
The player can upgrade the starbase twice. So far, upgrades have not effects.
The player can start a research, which is also just a test and has no effect. To do the research, you need to build a research station, select in the research menu the station and after that research itself. Then it will be possible to start it.
In addition, the player has four starships’ abilities to test: antimatter mines for Defiant-class, a phaser bunch for Saber-class, warp trail scanning for Nova-class, and tractor beam for all starships.
As to completely new mechanics that our players have not seen before we would like to demonstrate the global minimap, which is very different from the old version, that could be seen in previous test demos. The new global minimap can be scaled with the mouse wheel and moved by moving the cursor to the edge of the screen.
On the opposite side of the map, there is a hostile base consisting of one starbase, two builders, and a Sovereign-class starship. They do not have AI, so they will not build something or fly around the map, but they will allow the player test the firepower of his ships. If you do not want to fly to another part of the map, the ‘orders’ menu will allow you to attack any target, including your own ships. Key 'A' on the keyboard is responsible for the same order.
Download the demo:
https://www.moddb.com/games/star-tre...ads/demo-m2-10
Thanks again for being with us. Live long and prosper!
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Post ID: 448990
#13
Posted Thu 26 Aug, 2021 11:08 AM
Bookmarking, downloading and keeping an eye on this from now on!
𝔡𝔢𝔲ℨ𝔦𝔤𝔢 𝔅𝔯𝔢𝔡𝔞