Strides Interactive Game Studio Pte Ltd

Strides Interactive Game Studio Pte Ltd We make GAMES!

Aided by a long history of gamedev experience and having shipped 2 games and possibly more, our workflow has substantially to reduced time-to-ship and improved productivity and cost efficiency.

03/05/2024

Groundwork in gamedev can sometimes yield very little attention because of its nature. In this case, I'm talking about the AI developed to handle the following:
1) AI Fighter launch
2) AI Fighter landing
3) Capital Ship hangar management

These things look scripted but they're not. They're coded using state machine technique to make intrinstic decisions. It's one of those things that gamers don't really care if it's there but will expect it to work anyway.

The hangar management works in a few ways. One of its tasks is to approve fighters to conduct its final approach towards the hangar in an orderly fashion much like an actual airport tower control.

The hangar itself has a lot of groundwork done such as waypoints, landing ramps/pads, each ramp having its own independent hit points and functioning states, including self-repairs. A fighter cannot land on a destroyed ramp but can take off from one. A destroyed ramp cannot perform repairs or rearm.

These are the core groundwork of a game that has to be done. The next higher level of groundwork won't be that easy either. More to come.

What is software hardening? The idea of it comes from the traditional means of constructing metal; the purpose here is t...
04/07/2023

What is software hardening? The idea of it comes from the traditional means of constructing metal; the purpose here is to make sure a tool is streamlined for users.

Streamlining can be derived by using it and gathering feedback from Users.

Using it as a tool, not as a test, gives insights into how best the tool should work to serve the user.

In the screenshot below, there's a well-known widget known as the String Grid that helps input data. Sometimes, there's an assistant button shown below as well, that helps the user get data that matters to them, ie, list of options, etc etc..

However, in between them - there's also simple values such as "True" and "False". The user knows them, and doesn't require to click on a button to open a dropdown box to select them. But clicking in to type "True" or "False" is also troublesome - imagine doing it for 20-30 attributes!

Thus comes the streamlining feature - left/right scrolling. To be specific - if u've selected the value and not editing it, this feature can help you scroll the values available for selection. Changing a "True" to "False" merely takes a right arrow press.

The 2nd invisible streamlining feature then kicks in. A delay of 500ms before the record is committed without the need to press the "Update Texture" button.

The 3rd invisible streamlining feature not shown in the screenshot is multi-record edit. If multiple records are selected, edit-able values are filtered out where users can use similar techniques to change the value for selected resources - hence saving a lot of time editing them.

Together, they improve productivity and thus achieving what a tool is meant to do.

Workflow is something we put a lot of emphasis into. As such, we have systems in place external of the game to monitor t...
03/07/2023

Workflow is something we put a lot of emphasis into. As such, we have systems in place external of the game to monitor the game's orchestration.

A single unit of orchestration is a function call. A function call basically works on a range of tasks with varying granularity. Ie, some tasks can be as simple as adding 2 vectors, while others can be as complicated as creating an entire ship object.

Using our own script engine, which is trigger-action based rather than script-code based, we're able to deploy, hot deploy in real time, monitor in real time the behavior of the game. This is crucial to the success of in-game orchestration - which can be known to gamers as "scripted events".

The script coverage system helps detect any unused scripts, scripts that take too long to run, or scripts that run TOO many times beyond design and much more.

A high coverage project is a testament to a well-tested game with a respectable confidence factor that things won't break cheaply upon release.

14/06/2023

Non-canon - modified the fighter to launch a test projectile that cast light only, not a full light probe with shadow map. Each light that is attached to the projectile will calculate its own light normals and specular + gloss details. Once it's done right, it'll always be right - subjected to texture quality.

03/06/2023

So, this week we're just posting a short vid on the new particle cannon hit effect. The particle cannon ITSELF has to be reworked someday. Right now, as a vertical slice asset, it's passable.

The effect we're talking about is not just some emitter bursting particles on the surface with per pixel lighting. Rather, the effect picks on the target's actual polygon data. I've tried using a sphere but the effects weren't satisfactory.

So there's some picks done to select up to 128 polygons to put into an array. Then, the effect will randomly pick 1 of the polygons to emit a blue burning fire on. However, it also takes the normal of that triangle into consideration and thus it pushes itself outwards - exactly like a surface fire.

The fire itself doesn't actually do any additional damage. But it's there to visually reward the players with a solid hit effect.

Arrangement of Fractured Alliance's OST has begun! Not a lot, but some of the key themes will be composed, arranged and ...
27/05/2023

Arrangement of Fractured Alliance's OST has begun! Not a lot, but some of the key themes will be composed, arranged and mixed first.

A proper composition strategy will be finalized with all these initial composition integrated as part of a whole.

https://www.twitch.tv/videos/1811728673Honestly, I didn't expect the game to run that smoothly. It's an old game, our fi...
05/05/2023

https://www.twitch.tv/videos/1811728673

Honestly, I didn't expect the game to run that smoothly. It's an old game, our first commercial game, online multiplayer and it didn't have a single desync or crash.

Mabe time has eroded some confidence of the game, but no the game stood strong and we even fought the Ultra Encephalos which is a special boss that is extremely overpowered - just to provide a challenge.

Imagine if Foresight is remastered in today's graphics and UI/UX design... with full 4k support and modern graphics + improved gameplay....

jeremylee80 went live on Twitch. Catch up on their Foresight VOD now.

30/04/2023

Core gameplay demonstration. A few things to note:

1) The UI elements (except the reticules) are temporary. They're "borrowed" to demonstrate its purpose and will be replaced with original artwork later on.

2) No AI-generated stuffs here.

3) There're only 2 ship types here - the fighter and the frigate.

4) You can't outrun missiles, but you can jink in time to turn its guidance off a little.

5) Missiles do NOT have proximity fuze due to a law in the UNC that requires efficient self-disintegration and confirmed contact hits to reduce space waste.

6) The hangar IS magnetized. As a fighter, you won't be able to increase your speed beyond its allowable maximum. It also means that you'll be dragged along if you're in the hangar while the capital ship is moving.

Enjoy!

https://twitter.com/stridesgames/status/1624341547130191872Camera can be a very tricky thing to implement on a moving ob...
13/02/2023

https://twitter.com/stridesgames/status/1624341547130191872

Camera can be a very tricky thing to implement on a moving object that requires some subtle delay without breaking, overtaking or jerking.

So we took ideas from real life gimbals, implementations from other games - if u know u know ... and try to piece together an implementation that works best for this game.

Also, the extra death sequences - which are actually very easy to do, it's just we didn't think it was absolutely necessary. But yeah, fighters do smoke when they take too much damage and will die in 1 out of 3 random possible death sequences upon death.

Not to mention, these fighters, including yours, while dying, can crash onto other ships and bounce off as well - won't ever clip into other ships or asteroids.

Enjoy!

“It's again! Here's what we've done recently... 1) camera obstacle detection that lowers the camera first before getting nearer if absolutely necessary. 2) new death sequences when fighters are destroyed. ”

25/01/2023

A short clip on us doing a joint-stream ... this is done using just 1 steam key.

Thanks to Steam Remote Play, we're able to have fun together!

This is Survival Mode, Expert difficulty; bullets travel 3x faster, inflicts 10x more damage but gives 2x the money and score.

Foresight is 8 yrs old today! How time flies.https://store.steampowered.com/app/315080/Foresight/ - if u wanna support u...
28/11/2022

Foresight is 8 yrs old today! How time flies.

https://store.steampowered.com/app/315080/Foresight/ - if u wanna support us, the game's on 35% discount now at a REALLY affordable price right now!

https://store.steampowered.com/app/1492210/Starlight_Eye_of_the_Storm/ - is our 2nd game - on a 30% discount right now! It's a vertical shmup but has many ways to play as well as its unique Drift ability (which doesn't require a twin-stick to operate).

As for Fractured Alliance ... hmmm ... we'll see what happens next.

https://twitter.com/stridesgames/status/1591330189396836352?s=46&t=cN7v9RfHQHnULmEgOp7IbQOur   for the week! Capital shi...
12/11/2022

https://twitter.com/stridesgames/status/1591330189396836352?s=46&t=cN7v9RfHQHnULmEgOp7IbQ

Our for the week!

Capital ship movement has always been something that is being underestimated. Not only it has to look fast, it can’t be so fast that a simple turn can wipe out an entire squadron of fighters by collision!

While it’s easier to just lerp the vector and position which is functional but not as relatable as one being driven by a human.

Therefore there’s little fidgets n rolls when the capital ship rotates around giving a sense of momentum even when there’s technically very little to no air in space.

While at that, all the turrets onboard are manned and are scanning for any suitable targets.

“This week we're focusing on bugs and core features. How to make fighters fly more naturally and capital ships turn with more feel. Used one of our old music: "Suspicion" (Foresight) ”

Sharing some photos of the new game we're currently working on. Follow us to get updates! The name of the game will be a...
09/11/2022

Sharing some photos of the new game we're currently working on. Follow us to get updates! The name of the game will be announced in due time.

But right now, the game is pre-demo stage, not even alpha or beta.

It's a space dogfighter with focus on the dogfighting itself - you can use keyboard, joystick and mouse and it's purposefully designed to be as smooth as possible.

Every part on the capital ship can be destroyed. But the capital ship will not go down by stray fire. You'll need to fly into its interior to knock out its reactor in order to destroy it.

Polywick Graphics, PH, Corp. - Polywick Studio.

20/10/2022

Tyrant BOSS full fight Part 1. In 4K!!

Recorded using GeForce Experience.

05/07/2022

Ok folks. I can only say so much for now ---

We ARE working on something new.

And no, it's not a 2D game.

Will post some pictures when there's something good to share.

Thanks!!

https://t.co/8HC5zhqXP1Alright people, the latest Starlight DLC has been released! It's released together with patch v1....
02/04/2022

https://t.co/8HC5zhqXP1

Alright people, the latest Starlight DLC has been released! It's released together with patch v1.05 which uses a newer version of the game engine with a lower footprint and better concurrent performance.

This DLC is free of charge for all existing players and new players who purchase a copy.

Survival Mode:

If you just want to enjoy the challenge without a story or events, you can just dive straight into Survival mode which is unlocked right from start. There's no need to complete Arcade or Campaign modes to unlock this mode.

Survival focus solely on dealing with various waves that comes with increasing difficulty. There're a total of 40 waves and each full takes roughly 30-40 mins to complete.

For Survival mode, you'll enjoy the full range of the weapon shop right from start. However, high level weapons are costly. Will you arm just 1 turret with a high level weapon? Or will you arm all turrets with low level weapons?

Does anti-boss weapons have a place in Survival?

We'll leave it to you to find out!

P.S. Survival mode is a lot more intense than Campaign and Arcade mode especially during the last 10 waves.

Enjoy!!

New Survival mode DLC and patch v1.05 released.

STARLIGHT: A final sneak peak at what Survival Mode will be like. Well, this ain't even the final design yet. Those lase...
28/03/2022

STARLIGHT: A final sneak peak at what Survival Mode will be like. Well, this ain't even the final design yet. Those lasers will be moving too.

Let's make it BRUTAL.

Stay tuned!

26/11/2021

FORESIGHT: Almost 7 yrs since launch. Old graphics. Old engine. Not fully optimized.

I wonder how things will look if today's UI design and high-res models are used.

Amazing review by IGN Southeast Asia . Thank you so much again!! Yes, it was our goal to bring back some of the old gami...
12/11/2021

Amazing review by IGN Southeast Asia . Thank you so much again!!

Yes, it was our goal to bring back some of the old gaming vibes where even casual players can enjoy without being overwhelmed so quickly in the game.

A blast from the past!

http://gameramble.com/Ten-Questions-With-Strides-Interactive-Game-StudioMany thanks for GAMERamble for the interview. I ...
07/11/2021

http://gameramble.com/Ten-Questions-With-Strides-Interactive-Game-Studio

Many thanks for GAMERamble for the interview. I had a great time answering all those questions especially that unusual thing on my desk.

And yeah "Prisoners" is a bear, NOT a teddy bear. Thank u.

After completing Starlight: Eye of the Storm, a very enjoyable and accessible bullet-hell shooter by Strides Interactive, we wanted to learn more about the game. Thankfully, the developer for Starlight, Jeremy Lee, was kind enough to answer our questions.

http://gameramble.com/Starlight-Eye-of-the-Storm-PC-ReviewNow that's what we call a GREAT review! Why? Coz the reviewer ...
02/11/2021

http://gameramble.com/Starlight-Eye-of-the-Storm-PC-Review

Now that's what we call a GREAT review! Why? Coz the reviewer really played it through and had fun! Don't take it from us - read the review and decide for yourself!!

Starlight: Eye of the Storm is a polished and enjoyable 2D bullet-hell shooter with arcade, campaign, and PVP modes. The ability to create your own custom ships and the wide range of weapons gives the game a lot of replay value along with multiple difficulty settings that also...

30/10/2021

Chipsley's World Watch as Chipsley on his Chipsley superfighter joins in the fight to help save the world from the invading aliens!

Many thanks to Chipsley's World for the assistance!

http://gameramble.com/Starlight-Eye-of-the-Storm-First-Look-VideoThis is a GREAT First Look Video!! Please watch it if u...
30/10/2021

http://gameramble.com/Starlight-Eye-of-the-Storm-First-Look-Video

This is a GREAT First Look Video!! Please watch it if u hav some time!

Starlight: Eye of the Storm by Strides Interactive Game Studio is a 2D vertical shooter featuring ten arcade stages and a campaign with 15 missions. Players can choose from multiple ships, each of which can be customized with different weapons. The ability to drift also...

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