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Showing content with the highest reputation on 11/11/2019 in all areas

  1. As we get towards the middle of November I feel like we've been making good progress in recent weeks. Our latest release Closed Beta V9.2 went up on the Experimental branch yesterday and has a long changelog of gameplay fixes that smooth some of the rough edges off the gameplay. We've also made good progress on the big things we said we were targetting in our last update - mostly finishing off the Air Combat and fixing up the broken / missing parts of the new UI. Both had a lot of small updates and fixes that needed to be made but I feel like both have now reached the standard of the rest of the game (i.e. working, but need some more visual and usability polish before the game releases). Core Completion: From my point of view the biggest change in the last four weeks is that the completion of the Air Combat means all the "core" gameplay systems are functional, and the game is now playable. I've therefore been regularly sitting down and playing the game in short sessions to see what missing features, bad game balance, usability issues and bugs are affecting the gameplay. There is, of course, rather a lot of those things to fix up before the game can be considered finished. But these are generally fairly small issues when taken individually and the V9.2 shows that we can quite a few of them in a single update when we're not tied up working on "big" features, so I think you'll be seeing the gameplay improving quite rapidly from here on out. I know I've been promising this for a while but this time it's already happening - and I consider this quite a big milestone for the project! Modular Armour & Updated Artwork: Now we're starting to nail down the mechanics, we're also starting to work on some of the final artwork. The artwork above is a rough preview of the new soldier armour designs, which have come about as a result of the Modular Armour system we will be implementing in the near future. This system should make the choice of what armour to equip your soldiers with more flexible and interesting than it was in the first game; you can read all about it by clicking link! As you can see, we've also taken the opportunity to redesign the armour visually (the two figures on the left represent the starting Tactical and Combat armours respectively). We didn't get the look of the starting armour quite right when we did the previous version of it a few years back, so this time I wanted to give it a more military feel. The advanced armours have also had a bit of a redesign and are now looking much cooler than before - what was previously the Wolf Armour now looks particularly badass, and I'm looking forward to putting in the game in V10 or V11. We're also adding more artwork to the game for the aircraft and the base tiles. The first new aircraft design (the Phantom) is in the game, replacing the Corsair. I've got some plans to switch up its role from the dual-cannon bruiser that the Corsair was in X1 to something else once we get the upgradeable interceptor components worked into the research tree, but for now it's just a Corsair that looks different. We'll be adding updated artwork for the other interceptors in future updates too. The base tiles need more work; they're better than reusing the old X1 art but they're still not quite right. There's a fine line between having a base that looks grey and boring and a base that is way too visually noisy or garish in terms of colour, but I'm sure with a few more iterations we'll be able to find a happy middle ground where the base looks more detailed and "realistic" than before without looking dull. Early Access & Current Priorities: I don't yet have a firm date for you guys about the Early Access but we're currently eyeing January next year. This date would only be two months away (and people will be off for Christmas for some of it) so we're having to choose our planned work rather carefully. This is my thinking at the moment: General gameplay polishing and balancing Modular Armour system Adding item replacement functionality to the tech tree (so you can upgrade an item into something else) Some writing / artwork for the early game tech tree Getting all the Kickstarter backer soldiers into the game Getting the base structures, aircraft and UFO stats out of the code into editable JSON files The idea for Early Access is to have a rough but playable game and then spend the Early Access period polishing and adding new content to it, and I think these changes would get us quite some way towards that goal. Anyway, that's it for this month - comments and thoughts welcome, as always.
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  2. In the original X-Com, with certain UFOs it was very cool to blow some holes in the roof and simultaneously assault from there and from the ground. If there are no technical hurdles, roofs should also be made destructible now.
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