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.

Freighter: "What brings the UNC into interferring with our matters?"You: "We've been ordered to inspect your cargo. Plea...
14/08/2025

Freighter: "What brings the UNC into interferring with our matters?"
You: "We've been ordered to inspect your cargo. Please cooperate."
Freighter: "By all means. Do not damage our goods!"
You: "We've discovered prisoners hidden in one of your containers. Stand dow now!"
Freighter: "You do not want to provoke whoever's behind this."
You: "Really?"

27/11/2024

We're on BlueSky!!
https://bsky.app/profile/stridesgames.bsky.social

Follow us to keep in touch of our work in progress, upcoming games and more!

Gamedev studio. Custom engine. Custom tools. Happy to share other indies' work upon request! Cheers!

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!

Address

22 Sin Ming Lane Midview City
Singapore
573969

Opening Hours

Monday 09:00 - 21:00
Tuesday 09:00 - 21:00
Wednesday 09:00 - 21:00
Thursday 09:00 - 21:00
Friday 09:00 - 21:00

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