Author Topic: X@COM (now at R9.3 + MODS + A ROOKIE'S TALE TC)  (Read 50233 times)

Kyzrati

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Re: X@COM
« Reply #30 on: July 16, 2011, 08:21:30 AM »
If ranged attacks are overpowered, then choose one:

a) nerf them

b) reduce them in number

c) make them the mainstay attacks. As in every warrior carries a crossbow.

d) make melee characters real tanks.

For one of my own games, in which I didn't take my own advice and put in a fantasy setting with action points and ranged combat which could be pretty deadly (one shot kills), I ended up balancing it by giving other classes skills that enable them to get closer to a ranged combatant: stealth/quickness making one a harder target, tower shields with up to 70%+ cover for the really slow guys, arrow deflection for the highly proficient, and of course plenty of magical defenses.

I also used a bit of (c) and had many characters carry ranged weapons at least as backup.

X@COM, back in topic:

How will the geoscape be rendered? Will it be a ball or will it be a spread-out map??

A spread out-map will suffice, a ball would be awesome for bragging rights, but it looks difficult and would probably be confusing in console...

Hm, finally something on topic... This thread does seem to have taken off in a completely unexpected direction.

For the geoscape, a true 3D globe in ASCII might be more than I can handle, though I'll explore the possibility when the time comes. In either case, the extremely limiting dimensions of a console window will obviously necessitate zooming. At its largest, half the earth has to fit into a 60x60 grid... (and making it round would reduce that even further) A flat map may actually look better in the end. It's a ways off though, anyway, since I want to get the battlescape functioning pretty well first.


michal

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Re: X@COM
« Reply #31 on: July 16, 2011, 08:44:35 AM »
Hello,

Your project looks interesting :) I hope you will release some tech demo soon ;)

Btw, there has already been x-com rl project, looks dead unfortunately:
http://orangescribblepad.blogspot.com/

Also, if you like x-com, you may be interested in that project:
http://roguetemple.com/forums/index.php?topic=1668.msg12302#new

Kyzrati

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Re: X@COM
« Reply #32 on: July 16, 2011, 12:50:21 PM »
Hello,

Your project looks interesting :) I hope you will release some tech demo soon ;)

Btw, there has already been x-com rl project, looks dead unfortunately:
http://orangescribblepad.blogspot.com/

Also, if you like x-com, you may be interested in that project:
http://roguetemple.com/forums/index.php?topic=1668.msg12302#new
Yeah, Russell's not the only one to have tried an xcomrl, but no one seems to have gotten very far before. OpenXCom looks like a cool project, though I must say that over the years I've already grown accustomed to playing the original in dosbox  ;). There are quite a few graphical remakes already, so with X@COM I'm hoping to do something fairly innovative by injecting the fun of the original into a slick console interface that focuses on enhancing one of X-COM's greatest strengths: its atmosphere. At least that's the general idea...

michal

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Re: X@COM
« Reply #33 on: July 19, 2011, 06:14:09 PM »
Do you plan to release some tech demos / betas / etc or wait until you will finish everything?

Kyzrati

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Re: X@COM
« Reply #34 on: July 20, 2011, 12:53:47 PM »
X@COM tech demos and alpha versions will first be released privately to interested players on some forums, and later available to the general public once the battlescape is at least somewhat playable. Releases should come pretty frequently though, as the pace of development will be fairly quick except for August when I'll be busy with work most of the month.

Psiweapon

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Re: X@COM
« Reply #35 on: July 20, 2011, 04:48:39 PM »
Since the battlescape looks like it will have a lot of detail,  I hope we will be seeing /, / and ยบ flying around by the boatload!

Well, the last one is not that abundant.
The invisible hand is a lie, the fiendish dogma of the market cultists. Lest the apostasy grows strong, their blood god will devour each and everyone, pious and infidel alike.

Kyzrati

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Re: X@COM
« Reply #36 on: July 21, 2011, 12:50:34 PM »
Well, maybe not by the boatload, since it's turn-based so they'll only be out there one at a time for the most part. There could be a fair number of shots in relatively quick time, though, depending on your settings, since the game is intended to be playable as quickly or slowly as you like, a-la roguelikes...

Almost finished with the firing mechanics and projectile flight trajectories, so I'll be posting on the blog soon with new screens regarding LOF.

Psiweapon

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Re: X@COM
« Reply #37 on: July 21, 2011, 02:36:29 PM »
Oh I just meant that plasma and laser bolts flying around is a huge part of the X-COM experience for me.

They're even helpful, when you get shot by a hidden alien.
The invisible hand is a lie, the fiendish dogma of the market cultists. Lest the apostasy grows strong, their blood god will devour each and everyone, pious and infidel alike.

Kyzrati

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Re: X@COM
« Reply #38 on: July 22, 2011, 12:49:42 PM »
Ya, I'd have to agree that projectiles are definitely an important component of any strategy game mostly focused on shooting aliens! I plan to make shooting and destroying stuff lots of fun, but more details will come when I get closer to implementing a playable demo. I can say now that sound will play a big part in the atmosphere, though I won't include it in the earliest versions simply to speed up coding of the core mechanics.

Just today I fired my first rifle shot, how exciting! Next I get to continue tweaking the shot distribution formula--not so exciting...

Put a couple of LOF screenshots up, though.

michal

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Re: X@COM
« Reply #39 on: July 22, 2011, 03:02:51 PM »
What about adding optional (in future of course) support for graphic tiles?

It could look nice, loot at email x-com:


Traction Edge has simpler, yet still good looking tiles:

Kyzrati

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Re: X@COM
« Reply #40 on: July 23, 2011, 02:03:22 AM »
I'm sure many people out there are going to be very persistent about tiles, but there are already so many tiled versions it would seem pretty pointless to make another. If I was going to do that I'd probably just make another game entirely. My goal is to eventually create something with X-COM's great gameplay and a different but equally immersive atmosphere.

I'll be attempting to use a literal "X-COM commander's console"-type interface and copious sound effects to present the game, and leave the rest to the imagination. Perhaps not a great game for those without an imagination (a growing percentage of the gaming population, I'm sure), but I guess they're not the target.

As a side note, it's also difficult to get art that actually looks good (even "high-quality" can look crappy), and even harder without a budget. IMHO, the Traction Edge tiles may as well be ASCII (no offense intended to Mongrol). Not messing with art will also leave more time to work on other unquestionably more important aspects of a strategy game, like AI. This isn't a team project like most of the other X-COM remakes out there, so I've got to prioritize and draw the line somewhere!

Psiweapon

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Re: X@COM
« Reply #41 on: July 24, 2011, 09:33:09 PM »
Even though I'm a tile provider, I support your approach completely.

X-com already had tiles so giving it a roguelike interface, and then giving that tiles would be... well, almost stupid. Undoing what's supposed to be done.
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Kyzrati

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Re: X@COM
« Reply #42 on: July 25, 2011, 01:04:13 AM »
At least *someone* agrees with me :) We'll see what the overall reception is once I actually put something out there. I think people will like what it turns into, and see that it wouldn't actually work very well in tiles by comparison. It's going to be a very different aesthetic.

But I do very much like your tiles, Psiweapon, and am tempted to seek your help in restarting a fantasy SRPG project of mine which already has five years of work into it but got placed on the wayside while I work on X@COM.

Psiweapon

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Re: X@COM
« Reply #43 on: July 25, 2011, 07:56:21 AM »
Well, right now I'm quite busy,  but please PM me, I'd like to know about that project of yours, just in case I eventually craft some pixels for it, and out of pure curiosity.

What kind of graphics it uses, gameplay, scope, that kind of stuff.
The invisible hand is a lie, the fiendish dogma of the market cultists. Lest the apostasy grows strong, their blood god will devour each and everyone, pious and infidel alike.

michal

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Re: X@COM
« Reply #44 on: July 25, 2011, 02:44:58 PM »
Yeah, you're right, that would probably be not x-com roguelike, but x-com 2d ;)

Btw, what about ufopaedia? Will it be included? Do you plan to use original texts or change them?