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Showing content with the highest reputation on 05/28/2020 in all areas

  1. Hello everyone - it's been a busy month here at Goldhawk, and there's a lot to talk about in this update! Marketing & Communication: One of the main things we've been working on is how we can keep you guys better informed about our progress. I'm therefore pleased to announce a new face is joining the team to help us out on this front - Paul, who you will see posting under the name "nervous_testpilot". I've known Paul for a long time now, as he was originally one half of Mode 7 Games (who made tactical games such as the Frozen Synapse series and Frozen Endzone) who I leaned on for a lot of useful advice back when I was developing the original Xenonauts. Since then Paul has moved into the publishing world and has published various smaller games under the Mode 7 brand, such as Tokyo-42 or The Colonists. He's therefore the perfect person to help out by handling our marketing, sales and communications work so I can focus on getting the game finished. What does this mean for you? I've written some updated posts that outline what mechanics are currently in the game and what is planned before release (similar to the threads we had up during the Kickstarter) which will be unhidden early next week. We're also aiming to have project updates every two weeks focusing either on the development progress that has been made or diving down to analyse a specific new mechanic in more detail. The Steam page and our website is going to be updated with fresh media, and we'll start monitoring the Steam forums and posting our updates there. You should start to see a bit more coverage about Xenonauts 2 in the news media once we announce our Early Access date, and in general we'll be taking a more active approach towards telling people about the game. If anyone is particularly keen on Discord, we're setting up a Discord for the game where the updates will also be posted (although the forums will remain the primary community hub). If anyone wants to join that, the link is here: https://discord.gg/fG4Xr6q Gameplay Improvements: What have we been working on over the past month in game development terms? Lots and lots of things. Let's start by talking about artwork, because we're making progress on several fronts there. One of the things I feel is important is to replace some of the placeholder art that people encounter early in the game. We've got new background painted art on the Research and Engineering screen (as well as updated character art), and we've also had some additional art painted up for a couple of the early research projects. One specific painting that represents the Orbital Bombardment mechanic (i.e. a space station vaporising a city from orbit) turned out pretty well, I think! We're also working on the designs for the new UFO. We've reverted to the X1 style of UFOs, but we're not planning to just re-use the old designs. The Probe UFO shown above is just a revised version of the old Light Scout from the original game, but most of the designs diverge more heavily than that. Again, I think new artwork goes a long way to making the game feel fresh and interesting even if the fundamentals remain familiar. Finally, I've spent the last couple of weeks talking to some external artists about improving the visual appearance of the ground missions in X2. Although these experiments are still at an early stage, it does seem like we can make some substantial improvements to the visuals by changing our texturing style (the ground textures in particular could be improved a lot). We'll have to see how things progress, but some of the test scenes are looking really nice - with a nice X1-inspired handpainted feel, but with a more "high-res" 3D feel. Let's hope we can translate that into the game in the next few months! On the coding side of things, we've spent quite a bit of time getting the new UFO hull-hiding system set up in the ground combat. This is the system from X1 that makes the walls of the UFO disappear when you see the interior of the UFO, giving the "cutaway" feel. This is a complex system at the best of times, but we're also trying to incorporate destructibility into these UFOs in a similar way to the X1 Fire in the Hole! mod (essentially there are specific breach points on the hull of each UFO that can be blasted open). This work still isn't finished, but things are going well so far and we're hoping we'll be able to start work on the final UFO models in the next week or two. We've also been working on a number of smaller systems. We've set up the systems for night detection on the Geoscape, so the game will load a night mission if the Geoscape night shadow is over the mission site (all the night missions mechanics are still subject to testing). We've done a bunch of work on the soldier equip and dropship equip screens to improve the usability there. The anomalies / events spawned by UFOs as they fly around the map now contain the full variation of text that we have in X1, but now also have biome-dependent tags so we can disable events like forest fires or shopping malls being strafed from happening in the middle of a polar region, etc. I personally have spent most of my non-management time working on the threads about our plans for the game and the research text for the plot research, which so far is 12 research reports / plot-related pop-ups. There's probably another 5 or 6 optional research projects that I need to write that will unlock an alternate ending (for people who like reading research text). These form the foundations of who the aliens are and their capabilities and intentions, which then feeds into all the other research text. I'm aiming to get the early game research text done in the near future so the first 10-15 researches are all properly written up - again, I think it's important that the initial content is in place even if the entire research tree isn't written. Builds: The build I promised in the last update hasn't yet materialised, largely because the ground combat maps are in serious flux at the moment. There are several big changes happening to the levels are the moment which means I'm not that keen to spend time on our existing maps, as there's a good chance I'll have to throw my work away shortly: The biggest one is updating the designs and sizes of all the UFOs once the "hull hiding" system is in place. It's likely that the UFOs end up being significantly bigger, which will affect all the maps and require a redesign. I need to run through all the maps and re-export them to set them up properly to support night missions (as each map now has settings that define whether it can support a day mission or a night mission). Until I do this, no night missions will work. The visuals are potentially subject to some serious upgrades, which will probably also mean the level design will change. Finally, we need to set the maps up to support multiple possible UFOs and dropships that are spawned in at the start of the mission depending on what happened on the Geoscape. At the moment the dropships and UFOs are baked into the maps (a legacy from the days when we only planned one dropship) so if we want to support another dropship we need to make a copy of every single map where we swap the Chinook out for the new dropship, which is way too much work to be worthwhile (this is why the advanced dropships are currently disabled in the tech tree). Hmm, having written all that out, I realise now it probably makes more sense to release the next build as soon as possible using the old maps while they still work - because it's going to take us a while to work through all that code and make all the new maps! Maybe we will try to put out a new build in the next week or so then. I'll have a look into how feasible that is this afternoon, although it'll still feature the old UFOs in ground missions and the night missions won't function, etc. Anyway, that's more than long enough - there's lots going on here even if I'm not paying much attention to the forums right now!
    2 points
  2. Hello! First and foremost - thank you for creating Xenonauts 1! When I first saw the screenshots my reaction was "oh my goodness, it's xcom but with ja2-level graphics! I got so tired of 90s 480px resolutions and bitmap fonts so I was so happy :)" Background: games I've played - ufo, tftd, ja2, wh40k chaos gate, new xcom, xenonauts 1, fallout 1 & 2 Ideas (I'm going to put some prefixes where's the main origin from idea): (JA2) ability to move while crouched, without standing up - IIRC the cost in JA2 was 150% of normal walking (JA2) ability to go into prone position and to crawl (JA2) when prone giving even larger accurancy bonuses / removing strength maluses from heavy weapons (TFTD / CG / JA2) melee lethal weapons - at least two kinds - machete/heavy drill for high TU cost->high damage; knife/smaller drill for low TU cost->low damage (JA2) ballistic weapon addons - tripods make sniper riles & MGs be more accurate when prone, but even more unwieldy (using more TUs) when not prone (CG) radiation grenades - hard radiation makes beings in 3x3 tile area take damage; radiation does not disappear - so think twice before nuking the only passageway (or maybe only cause little damage when passing, but larger when you end turn in one) (JA2) ability to have agent get into flat roof of a low-level building without powered systems (JA2 / CG) ability for "continued fire" for rifles - the model in JA2 (and in CG with Heavy Bolter) was that first shot costed more, as you'd draw the rifle and then press the trigger; drawing costed ~15% of TUs (like 3AP?), and firing ~50% (let's say 10AP?), but the following shots at the same target / target close not needing rotation of agent would cost only 10AP (the rifle would have been close to your face). So TLDR: first shot more expensive, more shots into the same area less expensive, as you keep doing the same stuff. (generic, configurability) faster turns, ability to turn off viewing "locals" (sometimes my turns in X1 are 0s of watching aliens that are hidden and 20s of locals crawling, running around - waste of real-life time) (generic, usability) when I lose vision of enemy during my turn, do not remove enemy's icon, but grey it out - otherwise it's putting strain on player's brain that should have been "please remember that this tile was observed to contain an alien" (I'm talking about a situation when in X1 you see alien, then turn around - there's nothing pointing out that enemy is still there what I consider confusing) (generic, personal preference) agent's field of vision configurable or disablable - let's say there are reasons I love sentinel armor :( (generic, personal preference) no hard time limit in the game / ability for infinite game if you manage to do so (i.e. to be so successful like in UFO/TFTD/X1) so that we can keep shooting down aliens and shooting the ground missions without being hurried to finish the game (this is contrary to the "mothership destroying LA" idea that's visible on this forum) Thank you for your work again! Would love to see X2 as even-better X1 with more stuff, just like JA2 was to JA1, or TFTD to UFO. So fingers crossed!
    2 points
  3. From what I gather, there's been a lot of talk about how armour should be handled in the game. Whether it should be ablative (HP), whether it should work like a spring (% damage reduction), or whether it should work like armour. A scifi setting can justify ablative armour, or DUNE like armour that increases defence according to the level of the threat. But when you're talking about human armour, you're talking about level III kevlar vests using level IV ceramic inserts. It makes sense for human armour to be well within our understanding and seem plausible. Otherwise, what makes the alien scifi armour special, if you start with inertial dampeners or pseudo-magical armour? % Based Armour The issue with % based armours is they feel downright magical, and that any improvement in armour has massive effect, and yet is pretty darn pointless and useless at lower levels. If you have 100 HP and a 5% reduction to damage (we'll ignore types for now), there is very little it can do for you. Any hit above 105 damage will incapacitate you. If damage averages high relative to your health, those 5 points don't make a difference. And if damage averaged even as low as 1 HP of damage, it just means it will take 105 hits to kill you, instead of 100 hits. Meanwhile, if you make it 80%, boy does it look weird. A pistol that inflicts a maximum of 60 damage now only does 12, shaving off 38 points, but still taking off more than a tenth of your health. A .50 cal rifle of 500 max damage is reduced to 100, shaving off 400 points. So, with any damage variance, you can quite easily survive a shot from an anti material rifle, yet can be killed by 9 pistol shots. Balancing % based armour is also really annoying, and it's the same work as balancing straight-damage armour. Ablative Armour Chris covered one of the points against this in the past, HP-based armour. Skilled players make good use of cover, so rarely get shot. Ablative armour is also basically a free hit, which allows you to perform suicidal tactics. If you know you can take three hits before dying, then you might as well act like a maniac until you get hit at least once. You can then rotate other troops in with full armour, until everyone has had a turn playing Rambo. This might be interesting for an action game, but for a tactics game it's just a droll sort of meta game strategy which makes you feel totally secure while fighting 'horrifying' aliens. It also has the issue of turning everyone into MMORPG style bullet sponges, as the game progresses. If you have an armour upgrade, of course it will give you more HP. Whereas before gunfire might've been dangerous and intimidating, it becomes laughable. The suicidal tactics I mentioned become the obvious strategy, as there's no reason to fear Reaction Fire as you rush through the open. To get things back on track, you add in guns with massively more damage, fixing the armour and undoing what it did. Soon, you all wear increasingly bigger pauldrons and use sillier looking axes, until you look like this. The weapons at the start of the game become toys, and you enter an epic league beyond human interest. Balancing ablative armour isn't really hard, it is just pointless. It's great for padding out recent games by turning them into mind-numbingly boring RPGs, that sell XP boosters so you can get them over with faster. Real Armour Real armour has some of the qualities of the above. Like the Ablative, you can try to tank some hits, and play things more riskily. And it is risky, Since like % armour it is possible to be killed by enough pistol shots, so long as one of them goes through your visor. You can't ignore tactics, you still want to use cover and avoid fire, in case your armour fails you. Yet you still get that feeling of power, from wearing armour that lets you shrug off attacks that would surely kill your unarmoured allies. Still, you never shake the feeling of dread, of when an enemy sends a plasma bolt your way. There's not a lot to say about genuine armour... because there isn't anything wrong with it. Straight-damage armour serves its purpose, and it does it well; even if it does it without the fanfare and flashy numbers of modern games. Balancing this isn't as easy as Ablative armour, where you can just pick whatever numbers you feel like, but it is straight forward. Armour is built to withstand certain levels of gunfire, and weapons are designed to pierce that armour, each piece of equipment has its class and its uses in the tactical meta. Additional details: Below are some additional ideas and details for the handling of armour.
    2 points
  4. So it doesnt matter if it is the Xenonauts ending, FiraComs ending, or X-Coms ending, i dislike them all their final mission design. You successfully or unsuccessfully do the final mission and then the game tells you "Game`s over. Cya til next next time. Now leave !" It doesnt let you take a last look at your soldiers. Inbase or in a mission. It doesnt let your savor the people who survived the last mission. It doesnt let you do some more missions if you wish so. It doesnt let you do some more aircombat, if you wish so. It has a lot of this 1990-style games when at a certain point in your game you will get a "Game Over" screen and then the credits roll. But since we are already some decades past that and i feel like the "Edngame" missions are purely held onto for legacy reasons i would like to suggest the following. [] Transform the final mission from a do or die mission into a challenge mission players can attempt multiple times, and fail-until-they-succeed in it. This suggestion obviously means you cant stop time as you did in X1. [] Let the player normally continue the game, justifying it by "strangler UFOs and independent alien activity" after the final mission. This way players can savor the game for some additional gameplay if they wish to go onto a few more missions. Mechanically nothing would change after the final mission, unless you want to implement some post Endgame changes like a stopped timer, or removing relatiomnnhip damage from alien activity. But the basic idea is to continue the game after the final mission as it would be without it. Releasing the player into an unrestrained adventure and showing off some more of the game.
    1 point
  5. To be honest I prefer the X1 Caesan than new one, the X2 one is more cartoonish and i still think a slim little grey man is authentically better than some pet-like goblins considering the background settings. X1 alien races did a really good job and i cant see why changing them. I did like to see more human enemies like enemy within, the idea of fighting human terrorists can let you take a break from fighting endless waves of Reapers and Androns, and i really like to see the lore of such organisation if they have any. Also I'm having an idea of doing alien vehicle, so instead of always fighting foots soldiers and grunts, you can also destroy alien APCs and alien Tanks, It would be interesting if the aliens bring their own tanks to the party, although this might be impossible because even human vehicles are cut from the current build.
    1 point
  6. Contentious topic: realists versus the fantasists. My take is that if you're going to make a sci-fi game, then make sci-fi enemies. There is definitely scope for a theme where the aliens use mundane looking foot soldiers that are cloned humans (plays into the secret war and explains how the enemies can survive in the environment). But I'd be disappointed if there were nothing that looked startlingly alien once you get past the front-line troops. Ideally, the big boss type aliens would be something really monstrous, something that picks up on anxieties around the way insects move or the the visceral grossness of internal organs. In that other thread I think someone mentioned breaking the norm of aliens being two-armed, gun-toting bipeds. Androns could certainly get an update to look like the T1 model from Terminator, although even that has something of the human upper body about it. Sebillians did have a good effect of looking tough, but they also gave off vibes of a crocodile wearing half a suit of armour. I think you've got to lean one way or the other. Either it is a bio-engineered somewhat nonsensical fighter species (like a Reaper) or it is a regular tool-using species that grew up the old fashioned way, in which case it has to have some kind of hand(s) and sensory organs but you can go wild other than that. I think the things to avoid are the drooling types (like in Alien) or the types that are so clearly a blend of some animal and a human (like a lot of Star Wars races).
    1 point
  7. I'm not sure why this is a thing. XDiv figured out a good mix of the existing game mechanics, and it feels great. Essentially it's: Everyone has Andron esque hard armor against Ballistic and Energy. If a shot doesn't pierce, it does 1/3 of it's damage to the armor value. If it doesn't, the damage is reduced by what's left. Fire and Chemical armor doesn't change. Gives this awesome feeling where units are getting battered down in these huge battles, but you generally don't get cheap deaths. Instead of "dude guy was sniped from across the map, took a glancing hit to his anti tank armor and died instantly,", to that unit getting suppressed and having their armor weakened, giving you a chance to figure something out. Opens up more options for charging and being offensive in the early game, lets you match units with the right defenses vs a unit. It looks like some of this will be coming to X2 soon.
    1 point
  8. The modular system should work well with this. In games with %s, the worst issue is when players work out how to stack % bonuses, and sometimes end up with a 100% value. With real armour, stacking a lot of bonuses can help, but not armour is immune to failure. XCOM inspired games seem to work very well with realistic armour, the original XCOM had front and side armour values, which made being flanked tremendously worrying, and gave the feeling of being a human tank.
    1 point
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