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Found 6 results

  1. Any idea how much has been raised since the Kickstarter ended? Maybe we reached a new tier/stretch goal since then.
  2. Just asking since I have forgotten them ; And I mean ones we did achieve, I don't want to remember not achieving memorial wall/pilot portraits/reaper hive/military base terror tileset D:
  3. It's amazing but the $125,000 level has been achieved. I really hope that we can reach 140k in the last ~3 days. Anything to make this great game even better! I will say though that with all this by-hand work with sprites, any future games should have a more automated process so more resources can be directed towards other things
  4. So...I'm new here. (Presumably I'll be getting a backer-badge at some point, but I don't expect it to have arrived yet.) Anyway: so I've lurked these forums from time to time in the past, and one thing that I recall the Head Dude saying at some point, was "No psionics for humans. We don't want 'em." And that was awesome! Being overpowered through an end-game can be a real experience-killer. And then the Kickstarter final stretch-goal looks to be psionics for humans. What gives? If it's necessary to include at all, could it be, like, turned off? Or released as an optional expansion down the road, sometime?
  5. OK, so a few people have suggested a poll where we ask people what features they are most excited about and would like to have put in the game as rewards for us doing well. I think this is a good idea. But first, I need to know what should go in the poll. Here's a few ideas from me: - Mac / Linux port (likely to be at $100k) - Female soldiers (likely to be at $200k) - A new tileset (possibly with a sub-vote about what tileset you'd like - given we already have desert and tundra tilesets coming) - A new alien species? Although we might struggle to find one that has a good battlefield niche / ability that is not already planned. - Vehicle levelling - allowing vehicles to become slightly better with combat experience, although I'm a little unconvinced by this. - Military terror mission? Aliens are attacking a miltary base? - Mission objectives on terror missions - such as protect X civilian (the mayor etc) while the aliens are actively trying to kill them? Other ideas are welcome. I'm not keen to put pilot / aircraft experience in the game though, unfortunately. I think it'll be too tough to balance.
  6. This is my proposal for the stretch goals. If people like them, they'll go up in a couple of hours along with a survey that allows you to vote for them in order of preference. Thoughts? - Mac / Linux port – The game will be ported onto Mac / Linux platforms for release, and hopefully for beta too. - Female soldiers – We’ll add female soldiers to the game, with 20-30 portraits and modified Basic Armour art. However the battlefield sprites will remain unisex. - Soviet Town terror tileset ($40k) – the current terror tileset is an American town. To fit with the Cold War theme, we’ll put in an alternate tileset for the Soviet bloc countries using Soviet-style architecture. - Military Base tileset ($40k) – this tileset would allow us to put military terror sites in the game, where aliens have attacked a military base and you are sent in to deal with them. - Inside missions – these would be missions where combat squads are sent into large buildings or into underground bunkers to clear out an alien strike team. We can mostly re-use the Xenonaut Base tiles for this, so this will be a $25k item. - Reaper (Chryssalid) Hive tileset ($40k) – in addition to the normal alien base missions, we will add Reaper (the Xenonaut equivalent of Chryssalids) Hive missions to the late-game. These would feature “nodes” that spawned infinite numbers of Reapers. Yes, I have been playing Space Hulk. - Tileset-Specific NPC Allies – we do have friendly AI soldiers in the game, but only one type. This would add different variants – police on the Industrial tileset, farmers with shotguns on the Farm tileset, mujahedeen with AK-47s on the Desert tileset etc. - Vehicle Combat Experience – soldiers level up with experience, vehicles do not. This would allow vehicles to increase their stats (not armour / health) by a maximum of 15% with combat experience. - Pilot Portraits and Callsigns – at the moment, the aircraft are just aircraft. This would give each aircraft a pilot portrait and a callsign, so they seem less expendable. These pilots will not level up with experience. - Human Psionics and Blaster Bombs – We’ve removed these from the game due to balance reasons, and we will not put them in Xenonauts. This stretch goal would bundle the game with a developer-made mod that allowed people to put them back in. - Memorial Screen – This would be a tab on the UI which allowed you to view a list of all your dead soldiers, including the location and time of death, their portrait and number of kills etc. - Proxy Grenades – These are fun. This would add a secondary fire function to all advanced grenades (Alenium grenades upwards) that allows them to be used as proxy grenades. - Motion Detector – This would be a one-hand soldier item that, when equipped, will display a coloured overlay on the battlefield to show any AI movement in previous turn within range of the soldier holding it. - Hire a Level Designer - we will add a lot more map variation to the game before release, but we don’t have a devoted level designer. This will let us hire one. - Tall Grass – There’s waist-high grass in X-Com. This would put it in Xenonauts too, complete with the ridiculous (yet amusing) fire mechanics from the original. The goals that involve the creation of a new tileset cost $40k instead, so if one proves most popular then it will arrive at $90k instead of $75k. This is because tilesets are surprisingly large and are EXTREMELY time consuming and expensive to make – they’re the most expensive component of the game by some distance. Given we’re only going to get about 50% of the money pledged after KS fees and the costs of manufacturing and shipping the rewards, there’s no way we can put an extra tileset in the game for a $25k stretch goal, I’m afraid. If you want to know why, it’s basically because you need a lot of tiles to make a convincing tileset that doesn’t repeat, and every single tile has to be modelled in 3D and rendered out, then hand-painted in three different variants (undamaged, damaged and destroyed) to support destructibility. Plus all the ground maps have to be painted too. It’s a LOT of work.
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