Star Trek: Defence Line (game project)

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u.s.s.sovereign
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Star Trek: Defence Line (game project)

Post by u.s.s.sovereign »

Hello! I'm the starship specialist in the Russian Star Trek Fan Society and a team member of Star Trek: Defence Line game development project. Our project is under development for about a couple of years and we have made a lot since we started.
ST: Defence Line is a new Star Trek RTS on the Unity 3D engine (v.5). It is a successor of Star Trek: Armada series tradition and we are trying to develop the ideas of Armada to make gameplay more realistic and interesting.

Now we're searching for a starship texture makers and 3D modellers. Your help will make the game be ready earlier.

Live Long and Prosper!

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Capt. Bagdasarov Arsen
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Re: Star Trek: Defence Line (game project)

Post by u.s.s.sovereign »

Hello everyone!

We have solved some critical errors. Now all systems work fine and we have something for you to try.
This is an example battle for ships’ physics tests. In this combat, the Federation fleet will try to recapture a planet, captured by the Borg. The flagship is USS SOVEREIGN. In the centre of the map you can see the debris of the Federation base. The Collective forces consists of assimilated Starfleet ships and a cube. First of all we advise you to destroy the cube.

The Pause Menu is under reconstruction, so it doesn’t work. If you can hear no sounds or music press F5. To exit the test press Alt + F4.

As we do not have our own composer, music is from PC game ‘Earth 2160’.

Download:

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Re: Star Trek: Defence Line (game project)

Post by Erik_Timmermans »

Finally got around to trying it, great work!

The mechanics seem to be working well, I was intuitively able to control the fleet and I also managed to destroy all Collective vessels 8)
The ships look good in the engine, especially zoomed in. Also the planet makes for a nice view.

I wasn't able to make it crash, impressive! It's a lot of work getting something like this to function properly.
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Re: Star Trek: Defence Line (game project)

Post by u.s.s.sovereign »

Erik_Timmermans wrote: Mon Jan 08, 2018 3:50 am Finally got around to trying it, great work!

The mechanics seem to be working well, I was intuitively able to control the fleet and I also managed to destroy all Collective vessels 8)
The ships look good in the engine, especially zoomed in. Also the planet makes for a nice view.

I wasn't able to make it crash, impressive! It's a lot of work getting something like this to function properly.
We're very glad that you found the test version good. We're working on the other gameplay elements and ships' subsystems.
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Re: Star Trek: Defence Line (game project)

Post by u.s.s.sovereign »

"Returning"

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Nagasaki & Beowulf models by TUB_Husker
Valkyrie Mark-IV model by u.s.s.defiant
Planets' textures by u.s.s.sovereign
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Re: Star Trek: Defence Line (game project)

Post by u.s.s.sovereign »

Hello, everyone! We have been silent for a while. Here is some news:

1. All the starships' subsystems are now finished;

2. We have already showed you tractor beam. We have upgraded the effect now;

3. Assimilation and damage effect for stations is completed;

4. New stations selection effect is done. The contour is coloured with the player's colour;

5. Thanks to TUB_Husker, we have a new great model of advanced drydock. Wonderful work, TUB_Husker. Your models are great!

6. The sensors and weapons range visualization in now completed (green and red circles around selected object). Player can hang the cursor over the station or a ship to see the ranges;

7. Weapons system is completely remade. The new system let the ships have more than three phasers. Now the quantity is unlimited. The same with torpedoes;

8. The starbase is now armed and able to open the fire;

9. We have finally deleted the fog of war. Player can see only objects inside sensor range of his ships and stations. Already found enemy stations outside sensor range are shown as ghosts.

A couple of screens:

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Re: Star Trek: Defence Line (game project)

Post by u.s.s.sovereign »

Sovereign class in the atmosphere of a gas giant

Sovereign model by TUB_Husker
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Re: Star Trek: Defence Line (game project)

Post by Erik_Timmermans »

It's impressive what you're achieving with what I expect to be limited resources! Love the shots, nice to see in game footage looking like that!
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Re: Star Trek: Defence Line (game project)

Post by u.s.s.sovereign »

We haven’t written for a while. Here are things we were working on during last months:

1) The Attack order is now available and ships can attack even friendly targets at command.
2) The Protect order builds ships in a protective formation around the target to protect.
3) The Self-destruct sequence could be canceled now. A player has five seconds to change his mind and not to ruin the ship (the button is highlighted)

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4) Now it is possible to order ships to patrol the area. There is a button in the Orders Menu or player can press Shift+Click to set waypoints. The set waypoints are visible only if the ship is selected.
5) The Stop order cancels any other commands to the ship.
6) The fleet now moves at the slowest vessel’s speed to make all ships move at the same velocity. This function is needed not to have your small ships destroyed by the defence line of enemy base while your big ships are still moving to the battlefield.
7) The ships create queue to the place where they could be repaired while the dock is already busy.
8) The Engine System is reconstructed again. Now the ships act more realistic.
9) Cursors are replaced with new ones.
10) We have upgraded our Unity 3D to the 2018 version. Because of this upgrade, our celestial bodies were broken down and we had to replace the whole module and remake all planets, stars and other space environments.

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In the meantime, we celebrate Defence Line’s birthday, as it is 3-years-and-2-days old. Here is a wallpaper as a small present to you.

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By the way, thanks to Don Woligroski (Cleeve) for his permission to use his models in our project. You can see his Klingon K'vek-class vessel on the wallpaper. Akira-class is by our friend and colleague TUB_Husker.
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Re: Star Trek: Defence Line (game project)

Post by Handyman4545 »

The Akyazi class, Braga will shortly be available for purchase in high resolution, 3D on Turbosquid.
The same vessel in low rez, suitable for gaming can be ordered through me.
I can customize the registry as needed.
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https://www.deviantart.com/handyman4545
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Re: Star Trek: Defence Line (game project)

Post by u.s.s.sovereign »

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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Re: Star Trek: Defence Line (game project)

Post by u.s.s.sovereign »

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.

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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).

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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:

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5) A small but very nice effect for phasers: arcs are now visually loading before firing. USS Typhoon is about to fire phasers:

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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:

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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:

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8) 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:

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11) We have added pulse phasers for the Atlantia class:

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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.

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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.

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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.

18) 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.

8) 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.

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As you can see we are still fighting and have the desire to win.

Live Long and Prosper!
Capt. Bagdasarov Arsen
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Re: Star Trek: Defence Line (game project)

Post by Erik_Timmermans »

Wow, nice to hear from this again!

It's often underestimated how much work this is. Working alone is tough, having a team is easier but then again requires incredible coordination. And see what you've pulled off already so far! Respect!

Hope to hear more from this!
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Re: Star Trek: Defence Line (game project)

Post by u.s.s.sovereign »

Erik_Timmermans wrote: Sun Aug 30, 2020 8:44 pm Wow, nice to hear from this again!

It's often underestimated how much work this is. Working alone is tough, having a team is easier but then again requires incredible coordination. And see what you've pulled off already so far! Respect!

Hope to hear more from this!
Thanks! We're working on.
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Re: Star Trek: Defence Line (game project)

Post by billy-home »

Keep up the good work, your commitment is outstanding, well done on what you have so far
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