diff --git a/docs/index.html b/docs/index.html index afd19f6..7345add 100644 --- a/docs/index.html +++ b/docs/index.html @@ -1,362 +1,462 @@ - - -
-License Agreement |
Project: Starfighter
-Copyright © 2003 Parallel Realities
-Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and others
-
+Project: Starfighter +Copyright © 2003 Parallel Realities +Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and others ---This program is free software; you can redistribute it and/or
+This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. -
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
--This program is distributed in the hope that it will be useful,
+This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. -
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
--See the GNU General Public License for more details.
+See the GNU General Public License for more details. -
--You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +
-with this program; if not, write to the Free Software Foundation, Inc.,
-51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
-
Introduction |
-Project: Starfighter is an old school 2D shoot 'em up. In the game you take on the role of a -rebel pilot called Chris, who is attempting to overthrow a military corporation called Weapco. Weapco -has seized control of the known universe and currently rules it with an iron fist. Chris can no longer -stand back and watch as millions of people suffer and die. He steals an experimental craft known -as "Firefly" and begins his mission to fight his way to Sol, freeing key systems along the way. The -game opens with Chris attempting to escape a Weapco patrol that has intercepted him. -
+-
Installation |
Installation under Linux
+Project: Starfighter is an old school 2D shoot 'em up. In the + game you take on the role of a rebel pilot called Chris, who is + attempting to overthrow a military corporation called Weapco. + Weapco has seized control of the known universe and currently + rules it with an iron fist. Chris can no longer stand back and + watch as millions of people suffer and die. He steals an + experimental craft known as "Firefly" and begins his mission to + fight his way to Sol, freeing key systems along the way. The game + opens with Chris attempting to escape a Weapco patrol that has + intercepted him.
-+-Installation
+ +Installation under Linux:
+tar zxf starfighter-1.2.tar.gz cd starfighter-1.2 make make install -+
When the game is first run it will attempt to create
+When the game is first run it will attempt to create ~/.parallelrealities/starfighter/
.
+ Should this fail the game will not run.
-~/.parallelrealities/starfighter/ -+
Should this fail the game will not run.
+Menus
--
Controls |
Menus
-Intermission Screen
-Intermission Screen
-In Game
-In Game
-Joystick and Gamepad support
-Note - Keys cannot be changed
+Joystick and Gamepad support
--
How to Play |
When first starting Project: Starfighter you will see the text scrolling introduction. You can -either wait for this to finish or you can skip it by pressing ctrl or space.
-The title sequence will begin. Once the menu is shown (or you opt to skip to it by pressing -space or ctrl) you may select from the options shown
+Note - Keys cannot be changed
-* will only be shown if there are saved games available
+Start New Game
-This will start a new game
-
When first starting Project: Starfighter you will see the text + scrolling introduction. You can either wait for this to finish or + you can skip it by pressing ctrl or space.
-Load Game
-This will bring up a list of currently available games to be loaded, along with the planet that
-the game was saved in. This option is only shown when there is at least one saved game available.
-
The title sequence will begin. Once the menu is shown (or you + opt to skip to it by pressing space or ctrl) you may select from + the options shown:
-Continue Current Game
-This will automatically load the most recently saved game. This option is only shown when there is
-at least one saved game available.
-
Options
-This will show a list of game options. Options for sound, music and an auto save slot can be changed.
-Music and Sound can be switched to either On or Off. The Auto Save Slot allows the player to select
-a save slot that will automatically be updated when the player finishes a mission. This can be
-switched from None to 1, 2, 3, 4 or 5. When this option is set to a number, that save slot will be
-used to save a game at the end of a mission. Note that any currently existing game will be
-automatically overwritten.
-
* will only be shown if there are saved games + available
-Quit
-This will quit the game. Quitting is immediate, without prompting (the game can also be quit at
-anytime by clicking the close button of the window).
-
-
Loading and Saving Games |
Games can be loaded from the title screen. When there are saved games available, the option "Load -Game" will be shown. Selecting this will show a list of available games to be loaded. Select a game -from the list to load, you will then be taken to the Intermission screen. To go back, selected -Back to Main Menu.
-Games can be saved in two ways. The first way is to save a game on the Intermission screen. Move -the cursor to the Save Game icon and select it. You will see a list of five game slots that can be -used to save a game to. Click one of these and then click the "Save" button to save the game. The -second way is to use the Auto Save function. This will automatically save your game after you have -successfully completed a mission. To make use of this feature you must choose a save slot that -you wish to auto save into. This can be done on the title screen in the options section or on -the intermission screen at the options section.
+-
Getting Missions |
In each System, the player can get missions by going to the Comms section of the Intermission -screen. Here allies will inform you of tasks that need to be performed and what planet these tasks -apply to. Once the player has decided which task they will perform, they must go to the corresponding -planet in the system (see Moving Around for more details). Once stationed at the planet -click "Start Mission" to proceed to the mission briefing screen. The "Start Mission" icon will not -be shown if the mission of the planet has been completed.
+-
Mission Briefing |
Before the beginning of each mission you will be presented with a mission briefing screen. This -will outline the mission's primary and (if any) secondary objectives. It will also inform you of -mission restrictions, such as time limits. Once you have read this, press ctrl or space to -continue
+-
Completing Missions |
Each mission in the game has one or more objectives tied to it. These objectives are either -Primary or Secondary objectives. In order to complete the mission, the player must complete all the -primary mission objectives. For example, when the game begins Chris is fleeing a WEAPCO patrol. The -primary objective for this mission is to destroy all the enemy fighters. Once this is achieved the -Firefly will leave the sector and the mission will be marked as a success.
-One thing to note is that some missions will have both Primary and Secondary objectives. In this -case, the Firefly does not leave the sector if all primary mission objectives are complete and -secondary objectives remain. The player may then attempt to complete remaining secondary -objectives or press Escape to leave the sector. Secondary objectives are optional.
-During the mission you will see messages appearing at the bottom of the screen. These messages -can be related to items that you pick up, as well as mission related information.
-
-White messages are standard for picking up items such as cash and
-power ups
-Green messages signify successful completion of mission objectives
-Light Blue messages give further details about Primary mission
-requirements
-Red messages indicate mission failures, warnings and wing mate
-ejections
-Yellow messages give further details about Secondary mission requirements
-
-
-
The Target Arrow |
- -The Target Arrow can be used to locate enemies and point you in the direction that the enemy craft -is. You can toggle the Target Arrow between three mode by pressing "T" on the keyboard: -Off, Mission target only, and All targets. This arrow is very -useful for finding enemies that are evasive (such as transports) on missions that require you to -destroy all present craft. Simply follow the arrows to find the enemy. The arrows will not be displayed -when you are within the immediate vacinity of the target. On certain missions (such as Bosses) the -mission target arrow will initially point towards a certain target that is part of the mission objective. The -target's current remaining shield is also displayed in the bottom right hand corner of the screen. -
+-
Moving Around Systems |
To play a mission in Starfighter you must be stationed at the relevant planet. To get to the -planet you require, you will need to click on the planet whilst viewing it on the Show System section -of the Intermission screen. Travelling between planets can be dangerous, but luckily Spirit is a -peaceful place and there are no chances of interceptions, so travel is instantaneous.
-Other systems are not as friendly and whilst travelling to a new destination the player runs -the risk of being intercepted by a WEAPCO patrol. After Spirit the player will select a planet -to travel to by clicking on it with the mouse. "Destination", followed by the planet's name -will appear in the bottom right hand corner of the screen. A new icon labelled "Go To Destination" -will also appear. Clicking this icon will make the player travel to the destination planet.
-Travelling to new planets is represented at the bottom of the screen by the two planets (the -one being travelled from and the one being travelled to). A red bar will fill up as the journey -progresses. The speed the bar fills up will vary occurring to how far away the planets are from -one another. At any point during this time the planet can be intercepted (see Interceptions). -Once the red bar has filled up completely the journey will be completed and you will be -stationed that the new planet.
+Games can be loaded from the title screen. When there are + saved games available, the option "Load Game" will be shown. + Selecting this will show a list of available games to be loaded. + Select a game from the list to load, you will then be taken to + the Intermission screen. To go back, selected Back to Main + Menu.
--
Interceptions |
Interceptions can take place whilst travelling between two planets within a system. When the -player is intercepted they will go directly into a mission-like scenario. The objective of this -interception is to clear all attacking forces. Once this is done, the player will be free to -leave.
-Interceptions also serve other purposes - Sometimes the WEAPCO patrol may have slave -transports with them. One of the objectives of a later system is to rescue a certain amount of -slaves. This is only possible during interceptions.
-One important thing to remember is that any damage the player receives during an interception -will NOT be repaired until they have reached the destination planet. Therefore if the player -is heavily damaged during one interception that damage will still be present if they are -attacked again. This can make interceptions very dangerous.
+Games can be saved in two ways. The first way is to save a + game on the Intermission screen. Move the cursor to the Save Game + icon and select it. You will see a list of five game slots that + can be used to save a game to. Click one of these and then click + the "Save" button to save the game. The second way is to use the + Auto Save function. This will automatically save your game after + you have successfully completed a mission. To make use of this + feature you must choose a save slot that you wish to auto save + into. This can be done on the title screen in the options section + or on the intermission screen at the options section.
--
Weaponry and Upgrades |
During the course of the game you will receive money. Money is gained from destroying enemy craft -and picking up cash spheres in game (please be aware that due to the nature of the game cash is not -earned for destroying ships during Interceptions).
-Money can be used to upgrade the Firefly and purchase additional ammunition for weapons. Items -can be purchased from a shop on the Intermission screen.
+Temporary Upgrades
-In each System, the player can get missions by going to the + Comms section of the Intermission screen. Here allies will inform + you of tasks that need to be performed and what planet these + tasks apply to. Once the player has decided which task they will + perform, they must go to the corresponding planet in the system + (see Moving Around for more details). Once stationed at the + planet click "Start Mission" to proceed to the mission briefing + screen. The "Start Mission" icon will not be shown if the mission + of the planet has been completed.
-Permanent Upgrades
-Secondary Weapons
-Before the beginning of each mission you will be presented + with a mission briefing screen. This will outline the mission's + primary and (if any) secondary objectives. It will also inform + you of mission restrictions, such as time limits. Once you have + read this, press ctrl or space to continue
-Certain weapons and upgrades will not be available to you until later in the game, so remember -to save your money for them
+-
Item Spheres |
When an enemy craft is destroyed they will sometimes release ammo and cash spheres. Certain -enemy craft will release power up spheres that can give your weapon a temporary boost. The following -are spheres that can be picked up during missions,
-Cash - Provides you with an additional cash bonus | |
Plasma Ammo - Increases your current plasma ammo | |
Rocket Ammo - Increases your current rocket ammo | |
Shield Sphere - Replenishes your shield reserves | |
Plasma Power - Boosts your plasma power | |
Plasma Ouput - Boosts the amount of plasma shots you can fire | |
Plasma Cooler - Increases your plasma firing rate | |
Super Charge - Three / Five way spread, full power and cooling (Rare) |
Each mission in the game has one or more objectives tied to + it. These objectives are either Primary or Secondary objectives. + In order to complete the mission, the player must complete all + the primary mission objectives. For example, when the game begins + Chris is fleeing a WEAPCO patrol. The primary objective for this + mission is to destroy all the enemy fighters. Once this is + achieved the Firefly will leave the sector and the mission will + be marked as a success.
--
Cut Scenes |
During the course of the game mini cut scenes will be shown after certain missions. These scenes -serve to extend the plot of the game and provide the player with gameplay tips. If you wish to -skip a cut scene press Escape. It is advised that you only skip cut scenes if you have already seen -them.
+One thing to note is that some missions will have both Primary + and Secondary objectives. In this case, the Firefly does not + leave the sector if all primary mission objectives are complete + and secondary objectives remain. The player may then attempt to + complete remaining secondary objectives or press Escape to leave + the sector. Secondary objectives are optional.
--
Ending the Game |
The game is over when the Firefly's shield units are reduced to 0 (zero), or a Primary Mission -objective is failed. At this point, you will see the Game Over screen. To continue, press Ctrl -or Space. You will then be taken back to the title screen. In certain missions the game will end -if Sid Wilson is killed.
+During the mission you will see messages appearing at the + bottom of the screen. These messages can be related to items that + you pick up, as well as mission related information.
--
About |
Parallel Realities started off writing games on the Amiga using AMOS and then, later, Blitz Basic -2. Games written included the BOTSS Trilogy and most notably TANX Squadron. TANX Squadron was awarded -Amiga Format's contributor prize of the month in the summer of 1999. Project: Starfighter originally -started life on the Amiga but was never completed. Development began again for Linux in 2002 with this -being our first C program. The game matured quickly from the initial ideas and this is the finished -product. We do hope you enjoy playing it.
+Project: Starfighter
-Copyright © 2003 Parallel Realities
-Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and others
-
Created using the SDL library
++ The Target Arrow can be used to locate enemies and point you in + the direction that the enemy craft is. You can toggle the Target + Arrow between three mode by pressing "T" on the keyboard: Off, + Mission target only, and All targets. This arrow is very useful + for finding enemies that are evasive (such as transports) on + missions that require you to destroy all present craft. Simply + follow the arrows to find the enemy. The arrows will not be + displayed when you are within the immediate vacinity of the + target. On certain missions (such as Bosses) the mission target + arrow will initially point towards a certain target that is part + of the mission objective. The target's current remaining shield + is also displayed in the bottom right hand corner of the + screen.
-http://sourceforge.net/projects/pr-starfighter/
+To play a mission in Starfighter you must be stationed at the + relevant planet. To get to the planet you require, you will need + to click on the planet whilst viewing it on the Show System + section of the Intermission screen. Travelling between planets + can be dangerous, but luckily Spirit is a peaceful place and + there are no chances of interceptions, so travel is + instantaneous.
+ +Other systems are not as friendly and whilst travelling to a + new destination the player runs the risk of being intercepted by + a WEAPCO patrol. After Spirit the player will select a planet to + travel to by clicking on it with the mouse. "Destination", + followed by the planet's name will appear in the bottom right + hand corner of the screen. A new icon labelled "Go To + Destination" will also appear. Clicking this icon will make the + player travel to the destination planet.
+ +Travelling to new planets is represented at the bottom of the + screen by the two planets (the one being travelled from and the + one being travelled to). A red bar will fill up as the journey + progresses. The speed the bar fills up will vary occurring to how + far away the planets are from one another. At any point during + this time the planet can be intercepted (see Interceptions). Once + the red bar has filled up completely the journey will be + completed and you will be stationed that the new planet.
+ +Interceptions can take place whilst travelling between two + planets within a system. When the player is intercepted they will + go directly into a mission-like scenario. The objective of this + interception is to clear all attacking forces. Once this is done, + the player will be free to leave.
+ +Interceptions also serve other purposes - Sometimes the WEAPCO + patrol may have slave transports with them. One of the objectives + of a later system is to rescue a certain amount of slaves. This + is only possible during interceptions.
+ +One important thing to remember is that any damage the player + receives during an interception will NOT be repaired until they + have reached the destination planet. Therefore if the player is + heavily damaged during one interception that damage will still be + present if they are attacked again. This can make interceptions + very dangerous.
+ +During the course of the game you will receive money. Money is + gained from destroying enemy craft and picking up cash spheres in + game (please be aware that due to the nature of the game cash is + not earned for destroying ships during Interceptions).
+ +Money can be used to upgrade the Firefly and purchase + additional ammunition for weapons. Items can be purchased from a + shop on the Intermission screen.
+ +Certain weapons and upgrades will not be available to you + until later in the game, so remember to save your money for + them.
+ +When an enemy craft is destroyed they will sometimes release + ammo and cash spheres. Certain enemy craft will release power up + spheres that can give your weapon a temporary boost. The + following are spheres that can be picked up during missions:
+ ++ | Cash - Provides you with an additional cash bonus. | +
+ | Plasma Ammo - Increases your current plasma ammo. | +
+ | Rocket Ammo - Increases your current rocket ammo. | +
+ | Shield Sphere - Replenishes your shield reserves. | +
+ | Plasma Power - Boosts your plasma power. | +
+ | Plasma Ouput - Boosts the amount of plasma shots you can fire. | +
+ | Plasma Cooler - Increases your plasma firing rate. | +
+ | Super Charge - Three / Five way spread, full power and cooling (rare). | +
During the course of the game mini cut scenes will be shown + after certain missions. These scenes serve to extend the plot of + the game and provide the player with gameplay tips. If you wish + to skip a cut scene press Escape. It is advised that you only + skip cut scenes if you have already seen them.
+ +The game is over when the Firefly's shield units are reduced + to 0 (zero), or a Primary Mission objective is failed. At this + point, you will see the Game Over screen. To continue, press Ctrl + or Space. You will then be taken back to the title screen. In + certain missions the game will end if Sid Wilson is killed.
+ +Parallel Realities started off writing games on the Amiga + using AMOS and then, later, Blitz Basic 2. Games written included + the BOTSS Trilogy and most notably TANX Squadron. TANX Squadron + was awarded Amiga Format's contributor prize of the month in the + summer of 1999. Project: Starfighter originally started life on + the Amiga but was never completed. Development began again for + Linux in 2002 with this being our first C program. The game + matured quickly from the initial ideas and this is the finished + product. We do hope you enjoy playing it.
+ +Project: Starfighter
+ Copyright © 2003 Parallel Realities
+ Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and
+ others
Created using the SDL + library
+ + + +