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xracer

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  • Location
    Virginia
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    X-COM
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    Gamer
  1. Hey if people still trying to work on this i could help a little, of course my spanish will be a little biased due to localization but in general i think most of us can agree on something. Let me know. what has been done? how far along is the translation?
  2. Sorry i have been away for a long time, just trying to catch up, so what languages are expected or is it user based? I would love to do the Spanish translations, or at least work with someone on it. Let me know Xracer
  3. maybe for people that have served "eternal saltier" just makes sense makes me want to go into the closet and put on those salties!!!! Also i can't believe this thread is still pulling comments, i thought it was done long time ago. And i would like the medal to be just given to the soldier for something eventful, or from sometime routine, but never to provide with a bonus to either the soldier or the player.
  4. I think the new art is very nice and look much more coherent than before. With that in mind i think consistency in the load out screen will be nice, Right now the agent and vehicle load out have a isometric perspective while the aircraft and carrier have a 2D top-down view, I think at least the aircraft should be made into isometric i know the carrier will make rather difficult to have an isometric perspective and display the agents location, but maybe it could be done. Another thing i agree with someone somewhere in this thread, the medals right now seem like "Oh i am missing this one i need to get it" from what i remember the medals were more towards "oh wow i did this and for that i got a medal" In any case i think a "tab" should be created to split the screen between the Awards and Statistics, that will also allow for the medals to be a little large and leave them blank so if a soldier doesn't get a medal the player will never realize it. And lastly going back to the load out screen it will be nice it the vehicle bay would look more like a motor pool, you know some tires here and there maybe a mechanic working on the engine, same goes for the aircraft, someone checking the aileron, the landing gear or whatever or the vehicle refueling something that gives the image some character. the rest about the people looking like they are from the 70's, 80's, 90's or whatever who cares civilians will dress however they want in a military installation they do not follow the same rules just my $0.02
  5. Hey i have a question i have been out of the loop for a while so forgive my ignorance. I used the direct link to get the game, however after loading and when running the game is showing that i have gotten the kickstarter demo I thought they were 2 separate builds. I have tried to do a quick search in the forums and found nothing could someone enlighten me. Thank you.
  6. Also i do not agree with the idea of adding more spaces for the inventory, I think as it is it does provide enough space i mean on a tactical mission you have your belt and side arm, lbv (load bearing vest) some units have different names, and you have a basic backpack. if you need more than that well that is just a little too much to ask. However i do like the idea of the multiple loadout based on armor, but that is as far as the similarity goes, from my perspective as your armor improves your space should actually decrease, if you have a power armor then that power supply unit alone will steal all the "backpack space" It is also leaning towards a pseudo-real representation, obvious lower level armor provides less protection but more flexibility and allowing you to take your pack off your back while "full armor" suits you can't just take your pack off and check what is inside I know people will not like the idea but after all as your tech gets better you may actually required less equipment to perform the same functions, albeit some armor may have embedded areas that allow for items to be carried "ala robocop and his side arm" another set of my $0.02
  7. ahh one thing i did forget was the design doc. i think any developer would tell you this is a key point for all games. The design doc is basically the blueprint of your game. it can cover something as mundane as the types of weapons you are going to use, to something very necessary in the game such as the how variables or what type of variables each parameter will have (you know word long word etc...) and how are going to be moved from module to module. Usually the design doc is created prior to start coding however sometimes if a single programmer starts he/she has all that in his/her head Only when a larger group of people start joining the gmae the design doc becomes an integral part of your game development.
  8. Hello all, I am not a developer or even a programmer, but i have been part of several attempts are creating a game (even now) from my perspective the main issue is having a solid programming core, meaning you need at least a couple of dedicated coders, hence it is usually the dedicated programmer (Head) that starts. This includes the mechainics of the game, engine and architecture. Then i have realized that the art dept is second the art being 2D and 3D which includes art and animation, the reason why this is second is not because is easier but because you can get freelances to do some work for you here and there, as your project gets moving. then you will need your storyline your creative people, the people that make up the world, this people can alco come up with the way the user interact with the game i.e. interface and GUIs. to try to asnwer your poitn again form my perspective. 1. What is it like to make a game? Also, what is it like designing the graphics/animations and the story design (Coming up with enemies, weapons, plot, etc.). It is difficult it takes a lot of dedication and dare i say cash, although a lot of work can be done for free the end result is not the same. The designing and graphics is really based on the concept of your game it can be easy to come up with a lot of things but some times implementation can be complicated. The concept of coming up with enemies or aliens is not the difficult again is about logical implementation and what are the capabilities of the code on which is being implemented. Remember game engines are very difficult to program, so a lot fo people use open source frameworks and thus are limited to that framework, But features can be added to said framework with some dedication. 2. What level of importance would you rate a story designer and animation/graphics. Also, which do you value most of those to and of all of the other jobs. About this i think any project manager will tell you that they are all on even grounds with out the programmer you can bring nothing to work, without the animator/graphics things will look like crap and even if anything gets to be shown, without the story designer there is no immersion in the game background a reason to play or to fight they are all interlink, of curse people would argue that you can play the game without knowing the story and is true but the story give a game character. 3.Would you recommend getting into the gaming industry and graphics/animations and story design sub-jobs. well i can't recommend anything but you should try to find a open source project or a freelance work that meets your area of expertise and if you are new to the area offer your job for free, that will improve your portfolio and allow your art work to be public and also acquire experience in the process. 4. What training would you need to become an animator/graphics designer. No clue 5. What are the day-to-day jobs of an animator/graphics designer. lots of work, but a day-to-day job is usually in a large developer company, truly i would not know. 6. What would be the the job of a story designer. Also, do they have a seperate job or are just part of the team in general. i think i mentioned that before but then again like i said i have only done this for "fun" and every project i have been a part of we could not make it to the final product. So i hope i am not putting my nose in somebody else business, someone maybe can elaborate even further.
  9. That is really nice work, and i do agree also that the make up is a little on the strong side, but the faces overall are nicely done. Awesome work
  10. I had thought something along this lines and posted on some other game before. first day on the job you get 12 recruits and every week thereafter you get 3 new recruits. However once a recruit has been on the list for 4 weeks he is removed from the list Thus it will look something like this 1st day 12 1st week 15 2nd week 18 3rd week 21 4th week 12 (21 + 3'for week' - 12 'for 4 week") 5th week 12 (12 +3 -3) and so on The reason for this is that at the beginning of the game is more likely you will loose the most units in a single battle, and also allows for "stocking up" recruits after that the player should be more aware of the combat and be a bit more careful, also and RNG can be created so that every so often you get a fairly high level recruit while the other are about average. And i don't like the idea of dismissing a soldier and having him back on the recruitment list, it just seems unlikely I am reading about penalizing the player i think that is not necessary, but i do agree that maybe creating a "severance" package could prevent people from just hiring all the recruits and cherry pick. another $0.02
  11. hmmmm don't mean to be difficult, but if you re creating those parameter, couldn't you simply apply those parameters the same as an alien crash is programmed. The only real difference is that in this case all the casualties are in the human side. of course the implementation of the wounded in the battle field and the extraction point, could be a simply mission like, get all your soldiers to point X and hold position for 5 turns which is also part of the program right now. I understand there are certain things that will need to be modified and i am not saying it is easy. but it seems a lot of the coding needed is already there just needed to be "tweaked" to fit the human side. About the wounded to simplify it could be done the same way as it is now and allow for bodies to be put into the backpack. This is a followup thread of another forum that was discussing the implementation of the wounded, this was based on the idea of having a rescue mission and having wounded from the crash. http://ufo-scene.com/plugins/forum/forum_viewtopic.php?10020.post in case you do not want to link to it, here is a copy of it "my perspective" As you can see this also touches on the award system that was discussed in this forums is all a big link I need to find that design doc that had all this written in it
  12. Ahhh the rescue missions I thought nobody will ever bring them up in this forums. In general I like them but it seems that it never gets implemented, so here are my ideas on implementation. To make it interesting you need to have the attacking force in this case a full alien force trying to preferably capture your soldiers but in the worse case kill them all. As the player your goal is to reach the extraction point and run to it. Now here is where I loose everyone we all know that in a crash there are casualties however to be somewhat lineant with the player allow al soldiers to survive, but (big but) only allow a certain percentage to be combat able, that means that the rest of your soldiers are unconscious or dying so your first goal is to estabilize them I hope you took some medikit, Now to move your wounded while fighting the aliens!!!!!! This also implies you need to carry your units, to make it simple you can do it the xcom way and put the soldier in your back pack, or the the logical way a llow for new sprites like fireman's carry, this will allow for the soldier to almost have a free hand to defen d himself, of course maybe the amount of wounded cannot be more than 50% the total number of soldiers So those are my few ideas
  13. Really!!! somehow, somewhere i thought I saw a you mentioning about some medal or maybe some type of requisites for a medal, most likely i am wrong, but i think not. Still my point stand we would like to push for more medals and try to make "medal collector's" job a whole lot more difficult It is a good idea however there are too many variables to account for, making it difficult to programmer to think all possibilities. One way would me leaving everything blank and let the user fill all the fields. medal name. and maybe description. Also how about the art, will there be a standard set, for the ribbon and their corresponding medals or the user will have to create their own or maybe "load" art. either that or there would have to be a medal creator type program that will let you assign and/or columns or rows of colors and there would be a few actual medals to choose from, or allow for combining the created object with default created medals. Still the implication here is that it could be a little messy to code, (i think) maybe some coder can give their insight. Also allowing this some users may not want to do that so an extra burden, although you may argue that it gives you more choices, it doesn't improve playability
  14. my response was to the point that you can access the menu in the geoscape (global view), it also used to work in ground combat, when we could access the menu, as of right now the saving, or rather the access to the menu via the ESC key is only viable in geoscape. So that reply is to allow for overwriting games when you can access the menu obviously.
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