Ultimate Planet is a space themed wargame set in the far future where resources have become very scarce in the known galactic space, and warring factions constantly fight for the few remaining planets that still harbor some. Ultimate Planet is one of those, and you control one of the four competing space fleets trying to get your hands on it. Besides your less than amicable neighbors, the planet is also defended by an asteroid belt as well as deadly defense satellites, and rogue meteorites randomly roam its immediate vicinity. It will take all your tactical skills and probably a bit of luck to succeed in your mission.
Here are a few screen shots of the current state of the game:
The game is being programmed completely in assembly and using the full bitmap mode, which means that everything you see on the screen including the text has been put there pixel by pixel. Luckily, I had previously developed several subroutines for SkyChart which also used the bitmap mode, and that helped reduce the amount of work needed. The game space takes 4 full bitmap screens which can be scrolled, and all objects are stored in an array. The background hex field is static, and the location of the objects is updated in real time when the screen is scrolled.
The object array contains the following information:
Status (in space, stowed, or dead), unique ID, Y coordinate (global), X coordinate (global), character definition array offset, color. The offset points to the location of the character definition in a separate array, which saves space since many objects have similar shapes. The fleets consist of cruisers, fighters, infantry and armored units. The planet has several production centers as well as geographic features such as mountains, rivers, and plains. Six defense satellites orbit closely.
The visible screen acts as a window over the world map, and the objects' global coordinates are always checked against the local coordinates to verify visibility. Movement is via a cursor. Locating the cursor over a movable object will turn it from cyan to red, and the object's attributes are displayed, along with any cargo (only applicable to cruisers). Movement is not all or none, and one can move an object a fraction of its movement potential, leave it, then come back to it again later and move it some more. This should provide more tactical flexibility.
I have yet to create the combat tables, as well as the AI which is likely going to be challenging given the rich tactical environment. The game will consist of 15 turns, at the end of which the side who has conquered the most production centers on the planet wins.
Edited by Vorticon, Tue May 4, 2010 7:09 PM.














