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Skitso

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About Skitso

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  1. I was just editing my post to add few things so please read it again as you probably missed a couple of important points.
  2. This development build was the first one I gave a proper play in several months and with my new gaming system (i5 7400, GTX 1070, 16gb RAM, SSD) and I must say I'm rather impressed! Go team! The visuals look super professional and polished. I love how the environment breaks apart and small details like how the buildings' walls are made of two layers (interior and exterior). The new soldier portraits are looking really good. I hope you'll manage to do a proper random generator for those or at least make so many of them taht there won't be too many duplicates in one play through. Sound effects are a nice improvement over the first Xenonauts. The old music is still ok, but I'd love to have some new dark and ominous ambient tracks instead. The map is great and a huge step up from the sterile look X1 had. The has this lived-in feel with lot's of nice little details. Prop selection makes me want to start mapping right NAO. What needs to be improved (in random order): -Switching weapons doesn't cost TU's. Is this intended? -My sniper stayed invisible (just a shadow) for a while after jumping down from a roof. -Kristina Petrova's portrait has a minor alpha bug in the left side of her hair (just nit picking, you know me :D) -I absolutely need to have the old system back, where I can redirect soldiers as they are moving. (This is important!) -Aiming should use the same cool and modern looking line as moving and not those old school squares. -I'd like to have a number of each unit included in their quick selection bars to help selecting a correct one when using number keys. -My guys should be able to shoot through a window when standing in an adjacent tile. Now they just unload their clips to the wall next to the window. -Shotgunners might need a tiny close combat buff -Grenadier feels maybe a bit OP but super fun to use. -the old UI ,while good enough, looks a bit dated (still a place holder?) -Even with my new rig, the game seemed a bit shuggy in places. I'm sure you've not optimized it to perfection yet, but at least opening doors and explosions made the game stop for a split second. Small thing, but annoying as otherwise the game was running quite smoothly. (I was running in 1440p and fantastic settings) -AI is clearly a WIP so I'll let that pass, but I'd really wish they will come more unpredicable than in X1. (flanking, retreating, grouping, using higher grounds, and some times doing something that isn't part of their species normals scripting) -A small personal gripe: The new Xenonaut logotype seems a "bit" over designed: you have the alien head as an "O", you have a yellow "2", you have a glow, you have a slanted hyphen AND you have the odd curved edges in the font. Just add some 3D effect, lens flare, color gradient and and it's perfect! J/K, of course, but I would really drop the curved edges and maybe the alien head at least. -Speaking of the logotype, it looks oddly low resolution/compressed in the menus and loading screen. Otherwise, everything looks top notch.
  3. Exactly. The issue is not so much the square visuals (I actually even prefer it as gameplay is always > visuals.) The real issue is, as StellarRat said above, that they look like man made buildings or walls at the moment. I'm sure this issue can be fought with clever mapping though: adding half tile height ground, rocks, plants etc. around them can plant them better to the surroundings. Also, the second floor ground tile rendering that is absent at the moment might help with this too... If you are to revisit the tile visuals, I think making them a bit wider at the bottom and narrower at the top might do the trick. You could also add few new rock props that hug the wall to make the sihouette more organic and random (i.e. not so straight and flat). The old mesa's in X1 were quite good.
  4. For some odd reason fog of war doesn't work for me at all. I mean the map is revealed correctly as I'm advancing through it, but the revealed areas that are not in my current field of view are not displayed as black and white any more... Is it a bug or have I accidentaly activated some hidden option? One extra request: As the game is getting more and more optimisations and polish, I'm getting more decent performance on my old and slow computer. This build is very playable in every other tilesets, but the jungle one seems to cause huge problems to my GPU. I'm playing on 1080p and amazing settings and the game runs just fine otherwise. So this got me thinking... could you add an on/off toggle for just the foliage?
  5. Those huge full tile height los blocking square rock formations are still super fugly and they just don't fit in their surroundings or look natural at all. You definitely need to do something to them in the future tileset revisions. I've never seen such lone rock formations sticking out of the ground in the middle of a forest. Maybe it's a map design issue though... adding half height ground tiles around them could maybe plant them better into their surroundings? Also another visual thing: I'd prefer the trees to be fully visible always if there are no units behind them. Only remove upper parts when needed. This way you'll retain more visual flair in the wilderness maps and they feel more like forests.
  6. I agree. Hidden movement pop up screen looks dated and breaks immersion. I'm not sure if you are familiar with my Sleek AI turn -mod I made for X1 to remedy this problem (link in signature), but feel free to check it out for further reference. (it just darkened the screen a bit and added a slight vignette while adding a small white "ALIEN TURN" text on top)
  7. hopefully you'll have different randomization rules for each tileset so they'll feel unique other than different coats of paint.
  8. line of fire seems to have some issues. Small plants and rocks decrease accuracy way too much and block shots even when shooting over them from higher ground. I also would suggest that props' cover values decrease the further the units are from it. It just feels too restrictive that a small rock blocks my shot even if the target stands ten meters behind it. Unit movement animations are a huge improvement. Much smoother! Would prefer a tad faster movement for snappier experience though. Same with firing: both flying bullets and burts rate of fire needs to be much faster to feel more violent and dangerous. death animations are too stiff Rerouting/stopping units while they are moving would be nice. shooting reticule dissappears from time to time. The tree tops cutting away is nice, but I would like them to be drawn if there isn't anything behind them. In other words, only cut them if necessary.
  9. Edge scroll still feels crap. Scrolling should stop instantly I move the cursor away from the screen edge. it feels way too floaty at least on my sh**ty computer...
  10. Skitso's Sounds of Pain

    Thanks Solver.
  11. Xenonauts 2 - Feedback & Priorities

    Few random thoughts: -The game seems to be somewhat laggy and slow on my computer (Core i3, Radeon HD3670, 4gb, Win10, Dx12) Combined with the unresponsive and "floaty" edge scroll made the game feel hard to control. Please tune edge scroll to work similar to X1 (move only when cursor is at the edge and not seconds after it) -Enemies are still really hard to see. Unit highlighting and outlines, prop transparency and more contrasty textures are needed really bad here. Maybe its also the lack of shadows that makes everything seem too uniform and flat that pretty much nothing stands out visually. UI graphics (movement line, TU's ) naturally need to be drawn on top of the grass. -Visually the map looks fine aside from the aforementioned lack of shadow and contrast. Maybe the forest tileset is a bit too busy and not so functional in general compared to the original. Line of Fire, cover situation, movable terrain, units and especially fying bullets are constantly unnecessarily hard to perceive. I had a feeling I'm not in full control and can't follow everything that is happening around the playing field. Rich world graphics are nice and all, but functionality first, please! - Units look good aside from the visibility issue (have you experimented (can it be done?) with a slight outline like in X1?) There's something off with animations and I don't mean the obvious vaulting glitches, but the animation framerate seems lower than the game's base framerate and it makes everything seem annoyingly jittery. My under powered computer might be the cause of course. It just doesn't look right, just can't put my finger on it after this first short test. Maybe too slow/fast animation speed in comparison to unit movement speed? Few quality of life improvements are needed asap to make the gameplay more enjoyable: - "TU's left after this move" information should be shown all the time in the cursor when deciding where to move, instead of only after clicking. - Soldiers should move as far as they can, even when ordered beyond max TU limit. - You should be able to reroute soldiers while they are moving. - Shooting reticle needs to snap more neatly to grid - Cover information around the cursor is way too intrusive - UI is scattered all over the place, but I'm sure it's a place holder... After testing this, I fired up old Xenonauts for the first time in ages - and damn it (still) feels great after this demo. I understand that X2 is still in very early production stage, but still... if you haven't, go play few GC rounds there and feel how snappy and responsive everything feels and how easy it is to see where to move and get into cover. (if not, I probably need a new computer... ;)) EDIT: I play with 1920x1080 resolution with 1920x1080 native screen and I too found the loading screen text too small. Also would like to read actual gameplay tips instead these historical warfare wisdoms.
  12. Xenonauts 2 - Public Build Date Set

    That's in 3d?! Nice! I'll be here on monday... it's good to be back!
  13. Xenonauts 2 Easter Update

    Working on it!
  14. Xenonauts 2 Easter Update

    The problem isn't in the art or lack of skill. What I saw as an issue with X1 was more to do with design and artistic vision. Of course there was lack of certain polish, which is completely understandable when you take the budget and team size in consideration. Things just take time. It took me for example 2 full days of work to fix and polish desert mesa graphics for my improved tile art mod: http://i.imgur.com/tI7nYQC.jpg And even those are far from perfect. It's quite a lot of work for such a minor improvement in a game with thousands of tiles. For small team you just need to make compromises. But the artistic vision and direction - that's the thing even the smallest of teams need to have. And that was the thing that was a bit of an issue with the original game. A skilled and perfectionist art lead is an indispensable asset for a game studio. (Hire me? )
  15. Xenonauts 2 Easter Update

    The character concept art seems a bit uninspired and generic. Nothing makes the characters stand out and feel distinctly Xenonaut. You'd definitely need to think ways to make the designs stand out more - something that people can subconsciously connect with Xenonauts even without any further reference. You'd probably want to design a new logo for Xenonauts and incorporate that (both logo and color) in the uniforms and also add one or two unique design details into them.
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