From 2f85d3300680fc49b38f068757622b67ea9a4b4f Mon Sep 17 00:00:00 2001 From: Guus Sliepen Date: Thu, 11 Jul 2013 00:47:34 +0200 Subject: [PATCH] Cleaned up and converted the documentation to HTML 4 with CSS. --- docs/index.html | 718 +++++++++++++++++++++++++++--------------------- 1 file changed, 409 insertions(+), 309 deletions(-) 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 @@ - - - - + - + + + Starfighter gameplay manual + + - + +
+ Starfighter - +

Gameplay Manual

+
-
- -

Gameplay Manual

-
-

+

License Agreement

-
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
-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 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. -

-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.
-

+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. -

-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
-with this program; if not, write to the Free Software Foundation, Inc.,
-51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
-

+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. +
-
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. -

+

Introduction

-

-
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/
-
+

Controls

-

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

+ - - - - - - -
Start New Game
Load Game*
Continue Current Game*
Options
Quit
+

Note - Keys cannot be changed

-

* will only be shown if there are saved games available

+

How to Play

-

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). -

+
+
Start New Game
+
This will start a new game.
-

-
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.

+
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.
-

-
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.

+
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.
-

-
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

+
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.
-

-
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 -
-

+
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).
+
-

-
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. -

+

Loading and Saving Games

-

-
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.

+

Getting Missions

-

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

- +

Mission Briefing

-

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

+

Completing Missions

-

-
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.

+

The Target Arrow

-

Project: Starfighter
-Copyright © 2003 Parallel Realities
-Copyright © 2012 Guus Sliepen, Astrid S. de Wijn and others
-

Created using the SDL library

+

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.

-

http://sourceforge.net/projects/pr-starfighter/

+

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.

+ +

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.

+ +

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
+ +
+ Temporary upgrades are used to boost the Firefly's ability to + be powered up. For example, at the start of the game the + Firefly can only be powered up to fire two plasma bolts are + once. By purchasing an upgrade for the Firefly, you can allow + for power ups to enable you to fire a maximum of up to five + plasma bolts at once. Note that this only affects power ups and + these will still be ammunition limited. To upgrade your default + weapon, you will need permanent power ups (see below). +
+ +
Permanent Upgrades
+ +
+ These power ups are more expensive than temporary upgrades, but + are permanent. Whereas a temporary upgrade requires you to make + use of power ups on an ammunition limited base, permanent power + ups are not limited. This is highly useful when facing heavily + shielded and tough opponents, with no means of getting plasma + ammo or transports in sight! When you power up your permanent + weapon, your powered up weapon level will also be automatically + upgraded if it is less powerful than your new current power up + level.When the Firefly's Primary Weapon has been upgraded to + its maximum output (3 plasma cannons) the player can toggle the + output type by pressing Shift. The output type can either be + Concentrate (the default firing type) or Spread. Various + situations can call for varying the output type. +
+ +
Secondary Weapons
+ +
+ As well as primary weapons and temporary upgrades, the Firefly + is also capable of using a secondary weapon. At the start of + the game this is a rocket launcher. Like the other weapons in + the game this can be upgraded by purchasing a new weapon from + the shop. At the start of the game, a Double Rocket Launcher + and Micro Rocket Launcher are available for purchase. Secondary + weapons are used in the same way the rocket launcher is used + (Space to fire). However the Laser Cannon and Charge Cannon + work differently.Neither the Charge Cannon or the Laser Cannon + are ammunition limited (unlike the other rocket based weapons). + The Charge Cannon works by the player holding down the Space + bar and releasing it. A meter at the bottom of the screen shows + how much charge has been built up. The Laser Cannon works by + the player holding down the Space bar to fire a stream of laser + fire. It is prone to over heating and must be allowed to cool + after usage. +
+
+ +

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:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
CashCash - Provides you with an additional cash bonus.
Plasma AmmoPlasma Ammo - Increases your current plasma ammo.
Rocket AmmoRocket Ammo - Increases your current rocket ammo.
Shield SphereShield Sphere - Replenishes your shield reserves.
Plasma PowerPlasma Power - Boosts your plasma power.
Plasma OutputPlasma Ouput - Boosts the amount of plasma shots you can fire.
Plasma CoolorPlasma Cooler - Increases your plasma firing rate.
Super ChargeSuper Charge - Three / Five way spread, full power and cooling (rare).
+ +

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.

+ +

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.

+ +

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

+ +

http://sourceforge.net/projects/pr-starfighter/

+ +