Sulphy Posted February 15, 2012 Share Posted February 15, 2012 Looks great, and would probably be great to play if it was not so darn buggy. Hence it is still in alpha, and us lucky guinea pigs get to test it as it progresses... Quote Link to comment Share on other sites More sharing options...
philtheill Posted February 15, 2012 Share Posted February 15, 2012 looks great, will be great in the end! Quote Link to comment Share on other sites More sharing options...
Frostforged Posted February 16, 2012 Share Posted February 16, 2012 I love the game I bought the $30 one. I keep getting a freeze when I play against the blueish grey aliens. Also there is no way to save over a previous save or to delete a saved game. Also when a alien ship escapes to space from combat it says mig escaped to space. I also would like to know if it is possible to speak to someone who developed the game. Quote Link to comment Share on other sites More sharing options...
Gorlom Posted February 16, 2012 Share Posted February 16, 2012 Chris with the goldhawk avatar (second post on this page) is the lead developer and project manager. he reads and responds on the forum. Theres also Matthew the lead game tester (mostly in the bug reports forum) And There's a composer or music responsible or whatever his title is running around on the forum named Aleksi. All of those issues has already been reported in the bugg forum. You can delete the save games manually. I think they are saved in "my doctuments/Xenonauts" usually. And I think you can save over a game if you manually name it the same thing as an existing save. Quote Link to comment Share on other sites More sharing options...
Chris Posted February 16, 2012 Author Share Posted February 16, 2012 Yup I'm the lead developer. The bugs you've mentioned are known and hopefully will be fixed shortly! Quote Link to comment Share on other sites More sharing options...
Amiga4ever Posted February 16, 2012 Share Posted February 16, 2012 ...will be fixed shortly! - I like especially this statement Quote Link to comment Share on other sites More sharing options...
Zorac56 Posted February 17, 2012 Share Posted February 17, 2012 thanks chris the new chincook looks great Quote Link to comment Share on other sites More sharing options...
jimbobfury Posted February 17, 2012 Share Posted February 17, 2012 Hi Chris, are you able to provide any insight into how the work on the AI system is progressing and when it may make it into the game? Cheers! Quote Link to comment Share on other sites More sharing options...
radister Posted February 17, 2012 Share Posted February 17, 2012 Actually im quite interested in the new AI too. but im more interested in details on what the new AI will be able to do and how it will be challenging, and also if different aliens will have different AI models. Quote Link to comment Share on other sites More sharing options...
Gorlom Posted February 17, 2012 Share Posted February 17, 2012 Yes readiser the different aliens will have different AI models. Chris has confirmed that the aliens races will behave differently from each other. Quote Link to comment Share on other sites More sharing options...
jimbobfury Posted February 17, 2012 Share Posted February 17, 2012 (edited) Yeah radister, i'm interested in the AI capabilities too. I'd like to think that it will be able to recognize the benefits of taking cover and avoiding line of site where possible at a bare minimum. Having a sense of when to advance and when to wait in over watch to make a reaction fire attack would be good too. And what do you guys think would be realistic in terms of the AI acting with some sort of squad based tactics instead of as a group of individuals? Edited February 17, 2012 by jimbobfury Quote Link to comment Share on other sites More sharing options...
Chris Posted February 18, 2012 Author Share Posted February 18, 2012 The AI is causing some major, major issues right now. These are due to personnel rather than code-related issues. At the moment the aliens (including the Sebillians) now make reaction fire rather than doing absolutely nothing, but they currently don't move and shoot during their own turn. I'm currently deciding whether it'll be better to throw out all the work so far and replace the current coder who is both a specialist AI coder and has worked on several commercial video games over the past decade, or stick with the current guy and carry on what he's done so far (his issue is not being unable to code AI, but he's struggling with the C++ knowledge required to fully integrate it into our codebase). The more experienced coder is having a look at the codebase this weekend and we'll discuss what's currently in place, and then I'll make my decision. It's been a bit of a pain in the ass but you sometimes encounter issues like this when you're working with contractors. Anyway, it's my #1 priority to get sorted out at the moment so I apologise for the delay but I'm doing everything I can to resolve it. Quote Link to comment Share on other sites More sharing options...
jimbobfury Posted February 18, 2012 Share Posted February 18, 2012 Thanks very much for the update, Chris. Sorry to hear it's causing you a headache at the moment. Best of luck getting it sorted! I'm sure it'll be worth it when it's done. Quote Link to comment Share on other sites More sharing options...
resonansER Posted February 18, 2012 Share Posted February 18, 2012 Chris. Thank for you effort, they are titanic! You are very patient and intelligent man. I very inspired when read your posts. Thank you from the heart. Quote Link to comment Share on other sites More sharing options...
Moonie Posted February 18, 2012 Share Posted February 18, 2012 The AI is causing some major, major issues right now. These are due to personnel rather than code-related issues. At the moment the aliens (including the Sebillians) now make reaction fire rather than doing absolutely nothing, but they currently don't move and shoot during their own turn.I'm currently deciding whether it'll be better to throw out all the work so far and replace the current coder who is both a specialist AI coder and has worked on several commercial video games over the past decade, or stick with the current guy and carry on what he's done so far (his issue is not being unable to code AI, but he's struggling with the C++ knowledge required to fully integrate it into our codebase). The more experienced coder is having a look at the codebase this weekend and we'll discuss what's currently in place, and then I'll make my decision. It's been a bit of a pain in the ass but you sometimes encounter issues like this when you're working with contractors. Anyway, it's my #1 priority to get sorted out at the moment so I apologise for the delay but I'm doing everything I can to resolve it. If you are swapping coders, then that would explain why the releases are always so buggy. I was under the impression that you had a dedicated team working on Xenonauts. Quote Link to comment Share on other sites More sharing options...
Spencer Posted February 18, 2012 Share Posted February 18, 2012 The releases aren't THAT bad. Quote Link to comment Share on other sites More sharing options...
Gorlom Posted February 18, 2012 Share Posted February 18, 2012 If you are swapping coders, then that would explain why the releases are always so buggy. I was under the impression that you had a dedicated team working on Xenonauts.Nah, If you read the funding thermometer thread for example the top tier is to be able to pay everyone working on the project for fulltime. Right now most of them are part time. Saying that it explains why Releases are buggy is a bit harsh. He hasn't even switched AI coder yet. And as far as I understand AI coders only code for the behaviour of the computer controlled units. It wasn't really an issue untill V9 when more aliens with placeholder AI was added. And we knew that the AI was placeholder even on the old aliens from the beginning. the AI just hasnt gotten that far along. What explains why releases are buggy imo is that the game is in an ALPHA stage and the team is makeing the build playable before they have managed to work everything out in internal play testing. It's just normal progress for an alpha stage game. Quote Link to comment Share on other sites More sharing options...
alienfood Posted February 18, 2012 Share Posted February 18, 2012 I'm grateful to Chris for "opening the kimono" about development details. He could just as easily said nothing, and avoided the debate and the barbs. What I see are the standard kinds of issues inherent to putting partial work up for playtesting. The alternatives are to not release partial work, or invest more resources in testing instead of development. However, the current approach will result in a much superior game, because nothing improves software so much as actually using it. And since it transfers a portion of the test burden to early access users, Chris apparently feels like he owes them a detailed status of what is going on internally. Bravo. Quote Link to comment Share on other sites More sharing options...
superpirson Posted February 18, 2012 Share Posted February 18, 2012 With early-release things like Xenonauts, project zomboid, minecraft, ect, there is really a feeling of pride in being a part of it's development, even if all you're doing is play-testing it. you really have to be patent and tolerant with buggy pre-releases, but it usually pays off. plus, as a wine gamer, I know from experience that things could be a lot worse! Quote Link to comment Share on other sites More sharing options...
Da-Fort Posted February 18, 2012 Share Posted February 18, 2012 Thanks for the insight, Chris. Hopefully things will get straightened out. Quote Link to comment Share on other sites More sharing options...
TheTuninator Posted February 18, 2012 Share Posted February 18, 2012 If you are swapping coders, then that would explain why the releases are always so buggy. I was under the impression that you had a dedicated team working on Xenonauts. Releases are always so buggy because it's an alpha. Quote Link to comment Share on other sites More sharing options...
cyllan Posted February 18, 2012 Share Posted February 18, 2012 Tim Schafer of Double Fine Productions launched a Kickstarter campaign to finance his and Ron Gilbert's upcoming adventure game. The project has amassed over 1.7 million dollars in just five days. how did he managed that? Quote Link to comment Share on other sites More sharing options...
anotherdevil Posted February 18, 2012 Share Posted February 18, 2012 that and a new release is always accompanied by brand new content, which in turn means there is now more stuff that could conflict with the older stuff... Just the way it goes I'm afraid, but I'm not complaining! More releases = more bugs = more bug testing = better overall game =] Quote Link to comment Share on other sites More sharing options...
iamkyon Posted February 18, 2012 Share Posted February 18, 2012 how did he managed that? My guess is that he and Mr. Gilbert have an established fanbase who were ready and willing to shell out a handful of dollars in hopes of seeing a worthy successor to the adventure games the duo developed at LucasArts. Also, gaming blogs and news sites publicised the project with gleeful abandon, and the whole thing went viral in a few hours. Quote Link to comment Share on other sites More sharing options...
Chris Posted February 18, 2012 Author Share Posted February 18, 2012 We've had the same two key coders for well over a year now, one doing the Geoscape and one doing the Ground Combat. We're only potentially changing AI coder. Quote Link to comment Share on other sites More sharing options...
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