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About Chris

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    Beloved Leader


  • Location
    London, UK
  • Occupation
    Project Lead, Xenonauts
  1. Yeah basically Hotmail / Outlook / Live have blacklisted our mailserver for some reason; they're just bouncing our forum emails to all microsoft-owned addresses for unknown reasons. Solver will be able to follow it up better than I can but I've taken a few steps that might help, hopefully we'll get it resolved soon. Thanks Charon.
  2. OK, so there's definitely a problem with the forum confirmation / password reset emails not being sent out (or rather, not being received) - we're looking in to that at the moment.
  3. Yup, great work Solver. Thanks for all the help!
  4. No, I don't believe there is anything that would affect a translation - I'd check the loading tips to be sure though, we might have removed one or two of those.
  5. Yup, I've pushed it now.
  6. Yeah, we did actually update that soldier uniform to add more pouches etc on it so it looked more military - the basic model looked a bit lame in the game so we redesigned it a bit and it looks much better now.
  7. It's probably best not to turn the thread into a discussion about DLC, as it's a bit of a tangent to the main discussion - it might be that I'm overestimating how hard it is to make DLC and it would be more worthwhile than I think, but with Xenonauts being released two years ago now we're past the window where DLC would be a smart thing to do (plus we're fully committed to developing Xenonauts 2 now). Even if I did make the wrong decision back then, we can't change course now. Still, hopefully the goodwill towards Xenonauts that would lead people to buy DLC would also lead them to buy a sequel instead (I think that signature issue is fixed now too.)
  8. The problem with DLC is that the pool of people that could buy it is limited to the pool of people that own the original game; that's only about 220,000 people (and about 100,000 are Humble Bundle buyers who may well have bought the bundle to get other games). Let's say that means there's 150,000 people out there that have intentionally bought Xenonauts at some point. It's impossible to know what percentage of them would be interested in buying a DLC, because it will be impossible to tell all the owners about the new DLC that's available on sale, not everyone will have enjoyed Xenonauts enough to buy a DLC, and some people just don't like DLC on principle. But for the sake of argument let's say 10% of all users buy the DLC (which I think is *far* too high) and are prepared to buy it for $10. That's only $150,000 of revenue, and once Steam's cut and sales taxes are taken off we'd only have about $90,000. If only 1% of users bought the DLC, we'd only get $9,000. To be honest I'd say the second figure is more likely because we saw almost no increase in sales or player count after we announced our big V1.5 update and did some promo work on it; most of our sales just seem to come from being featured by Steam. Anyway, as you receive about 90% of the money that is pledged to you on Kickstarter, so you don't have to sell many copies of a $30 game to make that sort of money. I don't really think the maths works on DLC unless you've sold a lot of copies and have a game designed for it in advance that allows you to produce it for minimal effort. It's unfortunate but Xenonauts only partially fits into the first category and definitely does not fit into the second one. And as you say, even if I did make the wrong decision, it's probably too late to start making DLC for Xenonauts now
  9. We'll still make Xenonauts 2 if the Kickstarter fails - it's going to be pitched like the original one, where raising the money just lets us spend longer developing the game and make a better final product. We might have to scale back elements of the design if the Kickstarter gets a poor reception but you'll still get Xenonauts 2.
  10. I think it's time for another update on Xenonauts 2. Lots to say but I'm going to try and keep it short, as things are moving quite fast at the moment. Where are we right now? We have a playable ground combat mission We have a playable version of the new strategy layer We have a working level editor which we have used to build the level for the ground combat mission. The strategy layer and ground combat are not linked together, and all three elements still need lots more work before they're a finished game This week we hit our internal milestone to have both parts of the game playable, and we've got both the ground combat and strategy layer working outside Unity as standalone executable builds. This is pretty big news for us, but for the sake of brevity I won't go into exactly why (basically the game logic and properties are not tied directly into Unity, which gives us some advantages but means we needed to do extra work getting the standalone builds working). Playable does not include ALL the mechanics, just the core ones - the ground combat contains basics like walls and prop objects, time units, line of sight, shooting, cover, destructibility, basic AI, overwatch, etc. The strategy layer has working research, alien / UFO generation, item recovery, air combat and ground combat autoresolve, soldier leveling, etc. As an example of a missing feature, soldiers don't currently have inventories - you just pick their current weapon from a list of all those that exist in the game. It's therefore definitely a playable game, but there's still a lot missing. The question we're asking ourselves now is "do we want to show the game off yet?" and so far the answer is "no". This is why we've not announced the game, even though we're putting in place all the pieces that will let us do so as soon as it becomes a "yes" - for example, upgrading these forums etc. The main reason for this is that we've been concentrating on functionality rather than aesthetics recently, and now we have standalone builds functioning I expect us to make significant progress in terms of visuals, game balance and usability in the next few months. Please don't take this to mean that there will be an attractive and mostly finished game appearing in a month or two, but I honestly do think the extra time will dramatically change the reception to the game when we announce / confirm / whatever it. What needs to change before full announcement? The announcement of Phoenix Point by Julian Gollop (the creator of the original X-Com) demonstrated to us that a few nicely-chosen pieces of promotional art can be very effective. Historically we've taken the reverse approach where we get the game functioning first and start implementing the art when we have a better idea of the parameters it has to exist inside, but we've decided that spending a bit of money now should reap rewards. The two specific areas we're waiting on are the 3D character art and the UI art. We've got a production-quality Xenonaut soldier being modeled up at the moment, which we can use for promotional showbox renders and also to replace the more primitive Xenonaut we're currently using in the ground combat. On the UI front I realised it's going to be important to have some screens to show off that will show customers the visual style we're aiming for, even if the actual game doesn't look that way yet. The UI artist currently working on the "look and feel" pieces has recently worked on Destiny, and if he can nail the "military command-centre" vibe then it'll really help the game stand out. I'm also writing a series of long forum posts on a (currently) hidden sub-forum that explain a bunch of new mechanics or discuss design decisions made on Xenonauts 2, and I'll make that visible when we're good to announce. It's quite detailed and involved stuff, but historically the forum has liked that sort of discussion. If I've not been replying to posts on design suggestions or sounding grumpy when I do, it's probably because I'd just spent a couple of hours writing a post on that exact issue but I'm not able to show it to you yet What happens after the full announcement? Other than the fact we'll open the Xenonauts 2 Design sub-forum mentioned above, we'll most likely also make an early version of the strategy part of the game available free. I'm internally referring to this period as the Free Alpha and the purpose of it is to create as large a community around the game as possible prior to the Kickstarter that will follow it (which will be the first time you'll be able to buy the game). I've chosen the strategy for this free release because it's much faster to iterate than the ground combat. It also gives a better representation of the "feel" of the game (more opportunities for lore / worldbuilding text), and you can play through a whole strategic game by autoresolving the ground combat. At the same time, it should still give people plenty to look forward to - it'll obviously be a dramatically different experience once the real ground combat is added in, which will only happen in the paid version of the game post-Kickstarter. I don't know exactly when the announcement will come, but I'm looking forward to sharing the strategy layer with you all. I'm sure the design will improve dramatically when there are hundreds of people contributing ideas to it instead of just a few of us - and I hope the experience of seeing the game change and evolve through player feedback will convince people to support the Kickstarter! (Looks like I failed to keep it short!)
  11. That's kinda strange, I just tested a random mod and it worked fine for me on Steam workshop. Can you restart Steam, and give everything a bit of time to download before you load up Xenonauts? I can't really think of any other reason why Steam might not be downloading the mods correctly ... the issue there just seems to be getting the mod files from Steam onto your computer, which is kinda weird.
  12. Is that still an issue? I noticed your signature now has working images in it, whereas before they seemed to be broken?
  13. Yup, we're planning to make the UI scaling work much better this time around. The target platform is still going to be 1080p but we're designing the UI to allow more flexibility this time.
  14. It's not really worth me writing a long explanation at this point of why particular aliens work in the way they do etc because most of the information isn't public yet and as soon as it is, most people will immediately understand why many of the assumptions made based on X1 are incorrect (there's some big changes). It's not too long until all that will arrive, but in the meantime I'd just caution against making too many assumptions based on Xenonauts 1. Similarly, if Jasmine feels that having a time limit on the game through limited numbers of aircraft is a deal breaker then ultimately that's their decision - I can't tell them what to like and what not to like. Maybe the game will turn out to be something they don't want to play, and whilst I hope that's not the case they are entitled to feel that way if they want. But the mechanic might not turn out to be exactly what they think it is, or they might actually end up enjoying it once they see it in action. I'm just saying I suspect a couple of lines of text description is probably not yet enough to decide whether one of the mechanics / whatever is enough to ruin the game, and people should wait before making too many serious judgements about it.
  15. You're assuming the aliens and the setting behave the same as in the first game there though, and I've already said that's not the case. Maybe the game will end up being something you're not interested in playing, but you'll only know that for sure when there's enough info out there for you to properly evaluate the game.