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Found 2 results

  1. Map 1 is now available for level testing in its own new sub-forum! Please read the Readme Post and then check it out if you're interested in helping out. It's our first attempt so there might be some teething issues though! The map uses quite a few placeholder graphics but is intended to let us test a few things: - Map sizes relative to the number of aliens in it - A more open style of map - The new UFO wall hiding mechanics - The size and interior layout of the proposed new Light Scout UFO Future maps are in the works, there'll probably be at least one more this week that will showcase the new style of the Farm maps with big LOS-blocking hedgerows. If you're lucky, we'll get the first test map for the alien bases out this week too. The Xenonaut base defence missions may appear in the next couple of weeks too, as Aaron's done a lot of new tiles for them. The intention is that we'll iterate the maps with community feedback until we know what size works best for each UFO type, what the best UFO layout is etc, and take on board specific comments on each map so we build up a decent library of hand-crafted and playtested maps for release that are fun to play through. In the next few weeks we'll be adding more functionality so we can test "scenarios" as well, which will involve setting a specific number of alien units and a specific number of Xenonauts with specific equipment on certain missions to see how easy / hard they are. This will require further amendments to the levelsetup.xml code and the AI code, but we're working on those. There's also a bunch more tiles in the updated version, as well as as updated Submap / Level editors for those who like making your own maps. Enjoy!
  2. I suggested this might begin last week, but that didn't work out. It's possible this might happen this weekend, but it's more likely it'll happen at the start of next week instead. For those unfamiliar, this will take the form of one or more maps that the player can download and play through to give us feedback on how much they like them and how they can be improved. I've sat down and over the last few days I've blocked out a layout for all but the final UFO type and a basic layout for the first alien base type. Testing these internally has demonstrated a number of issues we've been working on fixing before public release - multi-tile doors not working, aliens spawning inside solid walls rather than in rooms etc - and we've also been busy ironing out the obvious bugs in the code that hides the UFO walls, but that's all pretty much done now and I think we're good to start testing them out. Unfortunately, there's still a few more things holding up the level testing as a whole. Firstly, the levelsetup.xml functionality that lets us set the number and equipment of the Xenonaut troops in a mission isn't in place yet because we've been busy with the UFO stuff. That'll be done shortly. Also, the new GC UI has just been implemented (just updated graphics really) but that has a few issues we're still working through as well. So ideally we need to iron out those problems before we can release the map-pack too, as we'll need to provide an updated .exe with the map-pack so the UFO stuff works properly. So yeah, we've been busy this week and hopefully the end is in sight and the level testing can begin soon. It'll be very useful to hear people's thoughts on the scale of the later UFOs, as we're at a stage where we can still quickly change and adapt the layouts if they're not well-received.
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