Author Topic: X@COM (Now at R6)  (Read 3957 times)

getter77

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X@COM (Now at R6)
« on: May 18, 2012, 07:16:09 PM »
http://xcomrl.blogspot.com/

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A complete remake of the original X-COM, console-style.

The initial goal of X@COM is to put together a more-or-less faithful recreation of the original, though rendered using simple ASCII graphics. This first stage will of course also implement any interface improvements necessary to streamline play (the original had its notable few faults which most remakes attempt to correct). The second stage will expand on game content where possible, not in a way that affects balance or gameplay, but more to expand X-COM's breadth (for example, a greater number of combat environments). An eventual third stage will add numerous optional settings and possibilities which give the game greater depth.

Currently Implemented:

    3D environment w/fully destructible terrain
    Sideview map for aiming in third dimension
    Gravity effects on terrain (optional)
    Particle engine for visual effects
    All data loaded from text files
    Highly flexible/modular data for easy and creative modding

Coming Soon:

    Sound FX
    Advanced interface

Other scenarios have been added in later releases, and can be run by executing the associated batch file:

    Area 51: Fight alongside soldiers defending an Area 51 base against an alien assault, and be prepared for some surprises. The environment is non-random, but enemies are mostly randomized.
    Exodus: Assist the National Guard during the evacuation of a city overrun by aliens. This mission shouldn't be too difficult to "successfully" complete, although there's potential for a much higher score if played well. Replayability is high as the city layout and opposition forces are randomly generated.
    Sandbox: If the scenarios are too much for you, running this will generate a unit with every available non-secret weapon and give you unlimited TU and ammo, for your destructive pleasure."
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: X@COM (Now at R6)
« Reply #1 on: May 18, 2012, 07:17:11 PM »
R6 "Bleeping Good Time"

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This isn't the big release I intended it to be, but I figured it'd be nice to get a playable demo back out there so anyone new to the game can try their hand at perforating some aliens.

There's no new scenario this time around, or any new gameplay at all--R6 is mostly a batch of UI changes.

As described in the previous post, the engine was refactored to support multiple fonts simultaneously, which will play a big part in future UI design. Using multiple fonts of different sizes isn't very true to the console tradition, but square fonts aren't very readable, and readable non-square fonts aren't all that great for a tactical map since they distort space, so X@COM should benefit greatly from mixing the two--square fonts for maps, and narrow fonts for text. (The R6 HUD still uses the wide text font, but will eventually be narrowed once it's redesigned.)

The temporary message feedback system was replaced by a more proper version which can be easily expanded and modified through the data files.

A new Combat Log window is now available, where you can read all about your squad's glorious exploits. The log is still in its infancy, but already includes more than 80 different message types. On completing a mission, your score and log are output to an html file (it'll show you the file name and path). I originally had it writing to a text file, but decided it'd be nicer to retain the log message colors, hence the html.

If you played Cogmind, you'll recognize the text animation effects and sounds, which were from this previously unreleased version of X@COM to begin with (I've been sitting on most of it for a while now). If the message sounds annoy you, you can mute the game with F6. (Don't forget to check F1 help for new commands.) It won't be so annoying later when it's accompanied by a wider variety of console bleeps and bloops as you give commands and watch the battle.

Although it doesn't affect current gameplay, R6 comes with the refactored anatomy system. Future modders will be happy to know that they can create new body parts, then combine those parts into completely new beings where the body part parameters do actually have a number of gameplay implications. This system was already described in an earlier post.

There's also a set of new larger fonts available which can be activated for a 1280x960 window, along with somewhat improved fullscreen support. The larger fonts were a quick job--I just blew up and the normal fonts and tidied them up enough to prevent graphical artifacts, so they don't look nearly as good as the official fonts will when I get around to dedicating more time to them.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training