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  2. Alienkiller

    Xenonauts-2 September Update!

    Yep that´s true. I remember the Original X-Com Titels and the Demos. Yep I´m the Kids of the 80s and 90s and I´m rejoiced that a Game like Xenonauts / Xenonauts 2 give that feeling back again.
  3. Today
  4. heavy disruptor beam

    Xenonauts Kickstarter Combat Demo released!

    I bemoan the lack of OSX demo
  5. heavy disruptor beam

    Xenonauts-2 September Update!

    The original xcom had some pretty radical baddies back in the day, and I love this self aware slightly camp sci fi floating brain. I value the munitions having a sense of realism, the aliens not so much.
  6. Alienkiller

    More vertical map design

    The Idea sounds good. And I agree with roxxed that Xenonauts 1 was to flat in the Ground Missions. So I played the Demo from Xenonauts 2 and must say it´s a big step forward. But the best Ground Comabat Cards were in the Orignal X-Com Series (EU / TftD) that´s absolutly true. The new XCom Series, UFO Extraterestials, the UFO-Afterseries and X-Com Apocalypse get an other way, which is good but not so exiting in the feeling like in the Orignal. I think Xenonauts 2 gets the middleway of them and some of us will know it in the next time when the Betatest beginns.
  7. roxxed

    More vertical map design

    I posted an idea about this a while back similar to how the Xcom reboot handled this. On alien movement phases within a certain radius it camera pans to partially shroud covered buildings/floors and there would be audio/visual queues of maybe pots banging, tripping over something or visually seeing something move without actually seeing the enemy. This could work in foliage areas as well like the rustling of bushes or trees in recently uncovered areas. but weren't in line of sight. The original quite commonly had doors opening and closing, and the killing of innocent civilians which were good signs and you always knew which direction it came from and where to move to. It always made the battlescape more active in a certain way, but not much happened under the shroud in the first X1.
  8. Ninothree

    More vertical map design

    Building the maps vertically adds another dimension to ground combat. Can't say it simpler than that. I did like apoc's real-feeling buildings but it was a bit of a pain to clear every room, made for a lot of clicking (although making those slums crash was hilarious). I think that the vertical allows you another way of thinking about choke points, more options for positioning is a good thing. If it runs into problems with line-of-sight issues, then that highlights those issues as ones which need fixing to complete what the game offers.
  9. roxxed

    More vertical map design

    Yeah, i never played Apocalypse so I cant really comment on it. Non the less I believe more 3D implementation could be relatively easy to do with the right train of thought, but the sight mechanic, revealed blocks ether on or off(no half way point, waist height?) and cover system needs a look over so its less confusing and more accurate. It would be then just a matter of creating nice looking maps and players would create there own gameplay out of it. Always play to the map and not other limiting factors which gives an "off rails" approach. If one must move to the next level and improve on something, then it needs to diversify and fix hard coded limitations otherwise its a glorified DLC.
  10. Yesterday
  11. Decius

    More vertical map design

    Apocalypse had a similar corner problem, but there was no reason to walk around the corner rather than open the wall. And their falling terrain system allowed a single sheet of drywall to hold up a building.
  12. If this 2D air combat part of the game is like this snip-it we have just seen, I will opting for an auto air resolution?
  13. Ruggerman

    More vertical map design

    Apocalypse was a game that had more of a tactical feel, as you could use cover better, and be able to lie down for better protection. I hope that we will see this incarnation of the game more on that level, as it is more immersive, and you feel you are with the troops on the screen, coupled with a great sound track?
  14. Sheepy

    More vertical map design

    I'd say apocalypse and afterlight has the most impressive 3D battlescapes among the xcom clones I've played. Apoc has multi-story buildings that can cascading collapse in real time, which is still very impressive today, and afterlight has many, many, many truly multi-level maps, from human-build platforms to alien bases with caves or tunnels to dialect alien mazes (yes that's a plural). XCOM 2 has some nice 3D maps too, but they are not as mult-layer or as challenging to navigate as Apoc and Afterlight.
  15. roxxed

    More vertical map design

    The problem with the "shooting around corners" mechanics and the others you speak of is the radius of sight does not correctly bounce of the walls when you are close to a wall or corner. The firing mechanic is directly tied to what you can see. If you can see it, then you can fire at it, even if its directly through a wall. If that square is lit up then all is revealed even though a small proportion of it might be. I've shown a few images to illustrate this(light squares are shootable locations). The general sight cone is what 120 degrees and is built in blocks? When you stand beside a wall 3 squares back its almost straight. As you move closer to the corner it starts to prematurely spread out before you realistically can see around the corner. It should still be somewhat straight for a number of squares out and then it loosens up a bit, but it starts to take its original shape as if the wall isn't there(it doesnt match up with the positioning of the head vs wall). If I remember correctly in the originals you always had to step out from a corner to view an enemy to which you would then fire and retreat back otherwise you would receive a "no line of fire" warning. I've just tested sight from roofs and it seems pretty accurate to lower levels but it probably needs a good look over for X2. I think vertical mechanics could work if close wall firing is fixed and it would stop a lot of clipping issues when firing and people getting annoyed when their crew starts dying from odd directions. This probably goes hand in hand with the entire cover system. From a distance it seems ok. The block/square system may be the limiting factor here as a higher definition could help or a more accurate point of reference like the head, but thats probably a game engine restriction .
  16. DemAvalon

    About the soundtrack of Xenonauts 2

    Oh, you should definitely prioritize the important stuff first!, but as long as you give it some thought about it (even as an update after Xenonauts 2 is fully released) it will be grand!
  17. Chris

    More vertical map design

    So X2 does incorporate more verticality than X1 does, but I'm still quite leery about it - fundamentally the problem is that line of sight / line of fire gets more complex and more confusing when you're shooting from one height level to another, or looking / shooting up stairs and through small gaps in floors / ceilings. The problem is it tends to expose the kind of errors that annoy people; stuff like the "shooting round corner" logic from X1 that makes the game feel unfair. I don't think stairs / ramps are currently in the game (I was initially hoping to get by on just ladders) but I suspect they will make it in fairly soon.
  18. So the music is currently planned to be more of the same, unfortunately. What you're talking about is contextual music which changes dynamically based on what's happening on the battlefield, which requires some work from the coders as well as most likely some additional work from the composer. I'm not actually sure how much work it'd be so maybe it's something we can look at later in development as a "nice to have" feature... but right now I'm definitely prioritizing coder hours onto things that are more key parts of the gameplay!
  19. Hi Guys, Loved the first X1 and played through it vigorously and X2 is shaping up nicely. I hope to see more vertical map design that would effect game play and add a certain aesthetics to the game. X1 was very flat in its general design with only things like floors in buildings and space craft being the only vertical point. To give some examples: • Sloped hills and valleys to make the map terrain more organic and create vantage points(TFTD had a procedural map generator for this although I believe X2's maps will be hand built). Could walk down/up into new sections of the map depending on its geography and buildings. • More focus on building infiltration and making your way through to the top floors to complete objectives or kill aliens(aliens aimlessly walked around maps rather than holding points other than their ship and were very rarely found on top floors of buildings). Alternate routes could be found like climbing up ladders/stairs or drain pipes to bust through a window and take them by surprise. Gives a sense of the enemy really being in a tight spot and figuring out how to get there. Sniping alien from a window on the top floor anyone? • Varied map height design in alien bases/ships. They dont have to be multi level, but more so split in a way with larger open room stair cases to upper/lower sections that are view able from the same original level(without taking a lift to a new section/map level). This would make for vantage points for aliens to attack/ambush and better 3D like map design(I know its been discussed about multi level maps, but I really think alien bases need a preliminary level to first find where the entry of the base is, then you enter for the official mission). • Half point climbable objects like boxes(to see over walls) or climbing on cars etc. • Boardwalks and balcony's for more half way/upper level outdoor engagement that doesn't resemble a roof. Thanks guys. Hope Chris can comment.
  20. Last week
  21. Ruggerman

    Xenonauts-2 September Update!

    One of the great aspects of this type of game, is the ability to swap and change the unit makeup, and equipment of each member of the team. As with new equipment that has been researched and manufactured, and adjusting it to each of your troops for weight bearing and performance.
  22. What will be the tone of the soundtrack?, what I mean is that while the combat music in Xenonauts was pretty good for when you were searching for aliens, not so much for when you were actually fighting them, the music did not fit with what was going on my screen. Things would be blowing up, chaos and mayhem would rage and through all that the music just kinda sucked the life out of the fight for me, like it was just draining the energy when it should be pumping me up for the fight. I'm hoping you will change that and give Xenonauts 2 a set of music for searching alien and a more lively one for when you are actually fighting them, if I may X-COM Apocalypse nailed that aspect. The music for when you were searching for the aliens was dark and invoked a sense of impending danger, but when the fighting started, it would pump you up to kill or be killed, the music in Xenonauts 2 does not have to be so pumped up, but when the fires are burning and things are blowing up the music could use an increase in tempo. The new alien designs are looking pretty lively by the way!, looking very good.
  23. Svinedrengen

    [1.65/X.CE V0.35.0] X-Division 1.00 Beta

    Yes that is true, but I have changed my game a little so airplanes are permanently destroyed if lost, no retrieving for me.
  24. Resources? I thought only a lot of extra retrieving time.
  25. Svinedrengen

    [1.65/X.CE V0.35.0] X-Division 1.00 Beta

    yeah your right, but it can be done with 4 foxtrots and 4 f17´s if played perfectly but just one mistake and the hole cardhouse drops, so preferably 6 f17´s to have a little room for errors. Main goal is to not lose foxtrots, they cost resources to replace, f17´s only cost a pocketfull of money. Yeah about being tight on money in the end of the month with 5 bases in beginning sounds somewhat quite familiar.
  26. Yes, terror attacks are lagging a bit behind in schedule in a new phase.
  27. This is why i never say somethings is impossible, because then some mother****** comes along and has to prove me wrong . Note however that you are taking a lot of damage from flying so close, which makes 2 or 3 iterations of pulling that of unlikely, and that is what a squad of f17 most likely has to make to make a successfull run. Also note that you use up a lot of antimissile by having to stay so long on the tail of the terror carrier. Assimiliated Alien Fighters would not only be able to pull this of without harm, but they would also be able to conserve more antimissile by manually dodging drones. This is the original design and how you should make the run. However with 5 bases at the start ( + radar ) i found myself too tight on money to afford the scientist/trolls to have the production for this. This is why i replaced the Fighters with basic f17. Well done !
  28. Svinedrengen

    [1.65/X.CE V0.35.0] X-Division 1.00 Beta

    How about like this .
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