After many setbacks and a stomach virus, the new version is done. I had planned to release 0.2a a week ago, but discovered some nasty crash bugs and AI issues that I wanted to fix before making a proper release. There have been many other updates and feature additions; see the “Battle for Polaris Roadmap” post for details.
Battle for Polaris is my biggest C++ project. It is a hybrid of the 3D space combat and real-time strategy genres, with all the code, including AI, Physics, Gameplay and GUI layouts, designed and written by myself. For 3D graphics OGRE was used, and for the interface CEGUI was used. Models are mostly freely-available stuff adapted and some modified for use with OGRE in Blender. Although it formed the basis for my MSc dissertation, work on it is ongoing.
Currently the game has been written and set-up to run with DirectX 9 in Windows. A working OpenGL (and following, the Linux version) will be forthcoming.
This version is 0.21 Beta, as I’m only mostly sure I’ve ironed out all of the major crash bugs and other issues.
Click for full-sized versions.
Battle for Polaris 0.21b Demo Gameplay Video (2:27, 640×480 WMV, 34.2 Megabytes)
Battle for Polaris 0.21b Demo Gameplay Video (lowres) (2:27, 320×240 WMV, 19.4 Megabytes)
Music is “ROT13 (SHA2 Remix)” by Partition 36, available here under a Creative Commons licence.
NOTE: If these links are 404′d and it’s still November, I may still be uploading the new versions.
Battle for Polaris 0.21b for Windows (.ZIP, 20.1 Megabytes) – Initial release with binaries.
Battle for Polaris 0.21b for Windows Development Version (.ZIP, 48.7 Megabytes) – Includes data, source code, CodeBlocks project files, and DLLs for both Release and Debug versions.
Battle for Polaris 0.21b Source (.ZIP, 359 Kilobytes) – Contains only the source code and config files.
A Linux version should also be available not too long after I set it up on my laptop (I actually mean it this time!)