Last Update: 1/24/08
Battleships Forever
Introduction
Battleships Forever is a freeware tactical Real Time Strategy game that puts you in command of a small fleet of warships in space. Combat and damage mechanics are extremely detailed. Everything is simulated in game if possible. There are no abitrary "to hit chance" values in Battleships Forever. The game also features many innovative mechanics that you've never seen before. For example, the Cronus Battleship sports a Flux Shield generator that allows you to draw a defensive force shield around your ships in any shape you want. Another example are the Deflector modules that are used extensively through the game. These modules make a single section of a ship totally invulnerable to fire. This means that you will have to manoeuvre your ships to attack sections of the enemy ships not protected by Deflectors while keeping your own protected sections facing the enemy. Position is paramount!
Players will command picked fleets made up of Battleships, Destroyers and Patrol Craft. The completed game will include ten campaign missions and multiple skirmish modes.
Battleships Forever is inspired by and loosely based on Warning Forever by Hikoza.T.Ohkubo
IGF 2008 Finalist for the Design Innovation Award!
Vote for Battleships Forever at http://www.igf.com/audience.php
Battleships Forever is a freeware tactical Real Time Strategy game that puts you in command of a small fleet of warships in space. Combat and damage mechanics are extremely detailed. Everything is simulated in game if possible. There are no abitrary "to hit chance" values in Battleships Forever. The game also features many innovative mechanics that you've never seen before. For example, the Cronus Battleship sports a Flux Shield generator that allows you to draw a defensive force shield around your ships in any shape you want. Another example are the Deflector modules that are used extensively through the game. These modules make a single section of a ship totally invulnerable to fire. This means that you will have to manoeuvre your ships to attack sections of the enemy ships not protected by Deflectors while keeping your own protected sections facing the enemy. Position is paramount!
Players will command picked fleets made up of Battleships, Destroyers and Patrol Craft. The completed game will include ten campaign missions and multiple skirmish modes.
Battleships Forever is inspired by and loosely based on Warning Forever by Hikoza.T.Ohkubo
IGF 2008 Finalist for the Design Innovation Award!
Vote for Battleships Forever at http://www.igf.com/audience.php
Publisher: None/Unknown







Good luck Sean.
Get it here: http://www.wyrdysm.com/bfdownload.php
Help th15,
Vote for Battleships Forever
Vote here: http://www.igf.com/audience.php
Shipmaker 3.1 is here. I've implemented all of the features that I plan to for now. True customization is now possible with the new shipmaker, assign custom bullet colours, weapon specific values and many other things. It features greatly enhanced features such as group actions which allow you to move/clone/rotate multiple objects at once.
I've tweaked the hp formula for the game itself so that all ships are generally tougher. This should make combat slightly more drawn out. Another big change is that groups of ship use formation-movement by default instead of vice versa. If you wish each ship in a selection to move at its own maximum speed rather than the speed of the slowest ship in the formation, hold down control while issuing the order.
Finally, please do vote for Battleships Forever at the IGF website (http://www.igf.com/audience.php)!
Maybe some kind of Game Speed option like in many RTSs?
Congrats on the nomination!
Get it here: http://www.wyrdysm.com/bfdownload.php
http://img508.imageshack.us/img508/1354/bfv83shipshk8.gif[
Battleships Forever is now a finalist in the Independent Games Festival 2008! It's nominated for the Design Innovation award.
What am I going to do about that? Well I'm going to give you more game. There's a really long list of bug fixes in this version. The last was really rather buggy.
The first thing you'll notice is the way the ships look. I've considerably reworked the way the sections are drawn in game. They now have a gradient applied to them so that the ship is brighter near the core and darker at the edges.
This is just the first step in much larger changes to come. I'm pretty unsatisfied with a fair portion of the game content at the moment. I'll be re-writing a lot of the career and re-working the missions. Adding the gradient effect to the ships is definitely a step towards making them less cartoony.
I know some of you have been waiting for ShipMaker 3.0 for a long time, but it's not ready yet, don't worry though, once it's done the features that it'll have will blow you away. Instead, I patched up the old version of ShipMaker (2.x) which is included in this version.
Full changelog available here: http://www.wyrdysm.com/phpBB2/viewtopic.php?p=1#1
New Version Released!
Download it here: http://www.wyrdysm.com/battleshipsforever/BFFullInstallerv80.exe
Vista installer here: http://www.wyrdysm.com/battleshipsforever/BFFullInstallerv80Vista.exe
Alternate mirror:
http://www.victorygames.info/bf/BFFullInstallerv80.exe
Alternate mirror for Vista Installer: http://www.victorygames.info/bf/BFFullInstallerv80Vista.exe
Okay, I'm releasing this because you guys will need some of the new functions for the various competitions that are running. It doesn't have all the features I wanted it to have, but it's what I've got up to now. The biggest change in this version is that there is now a Misc button in Sandbox Mode. This little button allows you to perform actions that you were previously unable to such as placing terrain, spawning formations of ships (yes even that Peitho formation in Stronghold) and changing game settings.
Another new change is the way terrain works. The bigger, brighter asteroids will now block shots in the same way as debris. However, they will not hurt ships on contact and ships will pass harmlessly under them. Since this is still so new, I haven't applied to anywhere but the Grinder game mode (you can also spawn the asteroids in Sandbox) so if you want to see how they work, go play the Grinder.
Fixed a number of bugs, such as a bug in the shipmaker which caused ships to have the wrong depth in the game. If you have any ships that are like that, open up the blueprint (.sb2) file and re-save the ship. The problem will then be fixed. Finally, here's some screenies!
[img]http://img139.imageshack.us/img139/200/bfv80misczb5.th.gif[/img]
The new Misc button
[img]http://img140.imageshack.us/img140/6358/bfv80meteorskb8.gif[/img]
Abusing the Misc button to spawn a massive meteor shower
[img]http://img155.imageshack.us/img155/927/bfv80kamikazega7.gif[/img]
Kamikaze mode and the result of a suicide attack
Full changelog found here: http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1
Get it here: http://www.wyrdysm.com/games.php
I think a lot of you are going to be pleasantly surprised with this version.
Major new features:
-Waypointing! You can now queue up orders by holding the shift key down when issuing an order
-GUI for Sandbox mode. No more hunting for the right key combination to spawn ships, everything is now displayed in a neat little set of buttons at the bottom right of the screen.
-Missile turret! Launch guided missiles at your enemy!
-Thruster module. When destroyed, the ship loses some of its thrust. Now you can make ships that have their engines represented.
-Fixed a bunch of silly bugs in the missions and engine
-Optimized the turret code. You should experience better performance in-game
Note: The way the Missile works in the shipmaker is a little odd. The turning speed of the missile launched is determined by the second decimal of the missile turret's assigned turnspeed. This means that a missile turret with a turnspeed of 0.73 (default) rotates at that speed but the missile itself turns at a rate of 3 degrees.
Note2: The thruster is also unique. The amount of thrust deducted from the ship when destroyed is determined by the total energy set for the thruster. If the energy for the thruster is set to 0.02 (default) it will deduct 0.02 from the ship's thrust value when destroyed.
Skaldic, Good luck on your game making :)
New version released!
Get it here: http://www.wyrdysm.com/games.php
Whew. Finally completed mission 7, Stronghold. I think you guys will love this mission, it's a really intense mission with appearances from almost everyone in the story. It has an opening sequence much like Titan but this time you get to see an allied fleet executing the perfect formation strategy. You gain access to the Aedon, Moira X and Enyo in this mission, and there are some big asteroids for you to chuck around with the Moira X :)
http://img239.imageshack.us/img239/498/bf78formationae3.jpg
The new mission also serves as an introduction to the Blockade style of play and has some blockade-like elements. Each career mission is designed to teach the player some new strategy or how to deal with a particular enemy. They are designed to prepare a player to score high on the online highscores for the various skirmish modes.
Aside from that, there are some minor balancing tweaks like a slight reduction to Beamer damage and the Zelus had one of it's Gat Pulses swapped for a normal Pulse. The Athena lost some weapons too. I filled in a lot of missing icons and description text too.
anyways, thanks again for all your help! Now I am off to destroy some space pirates! lol
Get it here: http://www.wyrdysm.com/games.php
I finally got the game's motion and physics system down pat. You can check out a video of the new version here:
Gravbeam Gameplay Video
I've added some significant optimizations for this version too so the game should run better. As usual, I've also tweaked a lot of settings for better game play. But you should just watch the video to get a feel for the game :)
Major graphics overhaul for this version. Oenone has been reverted to the old design with the wing tips. The Cronus has also been reworked. There's lots of other little changes in the graphics which add tons of polish to the game.
One of the most important new features are the objective arrows. These will point out on your screen and minimap exactly where you objectives are.
Another noticeable change are the new planets, done using Lunar Cell by Flaming Pear. You can see them in the very first mission.
You're probably trying to use Hecate Dreadnoughts like X-Wings. Try using the smaller ships like the Zelus or the Hestia and you shouldn't have any problem turning.
This game needs a tutorial. It seems like quite an in depth RTS, but I can't get a hold on it if I don't understand it!