Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kyzrati

Pages: 1 ... 81 82 [83]
1231
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: September 30, 2011, 04:25:39 am »
Every time I return to this thread I attempt to mentally pronounce the game's title.

"Xat-Com?"
Well, I just ignore the '@' and call it "X COM." The '@' is there just to inject the RL meaning when you look at it (I can't do it in text, but you'll notice on the blog that I intentionally flattened the '@' in the title image to make it resemble a hyphen.). Obviously people will still need to try and say it some other way to distinguish it, but I hadn't really thought of it yet.

Didn't originally spend any time thinking about the name--it just popped into my head and seemed quite appropriate, though there is the apparent problem of web searches, which ignore '@' characters... For now I sometimes refer to it with the string "XCOMRL". I might need a new/alternate name eventually, though I rather like "X@COM". Maybe I could at least add a subtitle to solve the searches problem and create an alternate name associated with the game, one which is actually pronounceable.

If the current name has to have a pronunciation, "Xat-Com" ("zat-com") sounds like the best option. Maybe I need to add an "official" pronunciation guide to the FAQ :)


And sorry to everyone out there who's having to change their pants! Maybe in addition to the subtitle I can add a catchphrase like "one million pairs of underwear soiled" :P

1232
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: September 27, 2011, 11:50:43 pm »
I suppose you could explain away the limited mission areas by saying that the surroundings have been blocked off by conventional forces, army and such.
I wouldn't really call them "limited." It depends on what you're comparing to. I'm using the same dimensions as the original--60x60 were the largest maps X-COM had. Smaller maps were 40x40. So while it may feel smaller because you can see the entire map at once, you're actually seeing the equivalent of an entire traditional X-COM map--without even scrolling.

Bigger maps would have an impact on gameplay since the map sizes were originally designed based on the general number of units you'll have on a given mission and their movement ranges over time depending on TU.

I'd just like to point out that a 3x3 unit would take up over 5% of the entire width of a 60x60 map. You can make awesomely-large units with dynamically-sized maps.  ;)
3x3 units wouldn't be in < 1.0. Arbitrary unit sizes are just being added for potential future use, probably rare boss-type aliens and whatnot (whatnot being pretty open-ended :)) ).

You could stick a house-sized alien in a 60x60 area, but hopefully there's a lot of strong terrain to use as cover ;)

1233
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: September 27, 2011, 09:11:57 pm »
Well, *very little* optimization is necessary with standard map sizes.

The "last alien" (or two) thing won't really be an issue since I'll make it easier to dispatch them--probably rush you or something. The real AI won't come until v0.4...

1234
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: September 27, 2011, 07:22:28 pm »
Yay! A vote against! I probably won't use them in the game, but it's true that it'll be a popular request from any modders, and it's not the kind of thing you can do with an external mod (and stay sane), so I could support it without actually using it myself.

The negative is it that implementation would definitely slow down development because many data components would then need to be optimized to make large maps feasible. Right now, with a small map, I can do all kinds of cool things while pretty much ignoring the need for optimization :D

And finding that last alien is on my list of annoying problems with big maps.

1235
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: September 27, 2011, 09:41:29 am »
Don't worry, if I wasn't dying I'd accuse it of being not enough like the X-Com games.
True, but the demo takes that unfairness to the extreme since I didn't even proportion appearance of alien races or ranks, so you could end up fighting against huge groups of commanders and Mutons. Even in X-COM you wouldn't face those odds with rifles and rookies :o

Kyzrati, what are your goals re: moddability?  That's one of the things that REALLY gets our attention here, and gives games tons of life.  Though of course it's pretty hard to get right, tons of effort and stuff.

I'd humbly request that you at least put stubs in to make it moddable later, even if you don't do it now.  Bigger maps is one of those things, because seriously, even if they don't make the base game as much fun...well, everyone's definition of fun is different!

(then again I haven't played it yet, so chances are good that you're right anyway <3)
Modding will be entirely done through the data, which is/will be extensive. Parts of the interface will probably be handled through text files as well, same with almost every game setting and a good chunk of the mechanics. I'll eventually write a map editor for making maps, but for now they're just loaded from text files, too.

About bigger maps... now that Farce has offered up all his money in support, I've put it on the alpha list for reconsideration.

Though yeah, I don't think oversized maps will necessarily work all that well with the core game I have planned.

I'm not working on maps yet, but one thing to consider when revisiting this issue later is that the original X-COM maps are made of 10x10 and 20x20 map areas, but because walls take up space in ASCII, the same map designs from X-COM will take an extra few tiles to implement, meaning a 60x60 X-COM map that could fit 6x6 areas won't be able to pack quite so many. The demo, for example, uses 15x15 areas temporarily. I thought about 12x12, but to fit I'd have to cut a few things out of the original maps.

I like the game, but I am casual, no sprites, no funny  :-\
There'll never be sprites in X@COM--it's going to be an "immersive console experience." However, there can and will be support for an unlimited number of alternate images. The game representation doesn't have to be ASCII--you can replace the ASCII representations in X@COM by modding the bitmap and assigning objects like terrain, aliens, etc a new image. They'd have to be tiny images (like 12x12), but they can be anything you want, and there'll be no limit to the number. (I just wrote the image mapping code a few days ago.)

I await the inclusion of DF-style hit messages...
I'd like that myself, and there will be a small message window with very simple messages, but the console is going to be pretty cramped because I want the map area to take up most of it, so there's no room for a persistent proper message window. There will be a full message window you could call up, and maybe it could flash new messages over the map while things are happening, but it probably won't get very detailed until much later. In fact, I haven't even written it yet! :-\

[Not coding]
>:I
I jest, but man this game is made of exciting.
You're right, I totally need to go get something done. I already spent enough time today dreaming about the 3x3 units which can smash through buildings, and I don't even have the 2x2 units started yet. ;)

That's what I'm working on next, btw. You can get your soldiers killed by them in the next release.

1236
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: September 27, 2011, 01:10:35 am »
Well, it certainly has a bit of the x-com feel down pat already. SO MANY DEAD SOLDIERS. I will watch this grow and probably post to the Something Awful Roguelikes thread later on in dev
Haha, you're not really supposed to survive the tech demo.

Some tips:
  • Don't bother using rifles unless you see weak aliens like Sectoids.
  • Everyone starts with their offhand occupied since there's no inventory space, but that lowers their accuracy since they all have two-handed weapons--use your nades quickly or just drop them.
  • Avoid strong aliens until you're better armed.
  • Use your better soldiers to take out some aliens and steal their equipment.
  • Run and hide :P
  • Find secret weapons 8)

1237
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: September 27, 2011, 12:47:08 am »
Hello, X@COM guy!
Question: Couldn't you just increase the size of the console, thus the map, or is that not really a possible thing?
People with smaller screens would then require either scrolling or a reduced font size, neither of which are desirable. The standard I've been working with now is a 80x60 console with 12x12 font, and possibly a 10x10 font as well for a smaller window.

Developer: new XCOM game-Like/dislike?
My first post announcing X@COM on Rogue Temple a few months back states that we need more X-COM remakes to combat the new crap! Sure it could be a fun FPS, but it's not X-COM... They should've called it something else.

Kyzrati, thanks for coming and answering everything. I am excited for this game, too. But I guess someone had to make it eventually.
Totally. Some have tried, but no one's ever finished. Hopefully X@COM will change that.

Kyzrati, I'm glad to see the work you are doing on the interpretation of the classic X-COM series. I'm also glad to help an indie devs I can in my own way. I heard some rumors about the project... possibly on the openxcom forums so when I saw a link appear I was pretty intrigued. I read you will add sound to mix, which combined with the snazzy effects you put in (delicious ASCII plasma), should be quite nice. Any plans for bgm later down the road?
Yeah, michal at OpenXCom was nice enough to put a link on their sidebar (I didn't even ask :)).

Sfx are scheduled for one of the alpha releases, and bgm, if it happens, would be optional and probably nothing more than ambient like the original. The game engine will definitely support bgm, but I'm not sure using it will work well with the theme I've got planned. It's supposed to be an immersive console experience.

Right now the architecture doesn't support scrolling maps or x/y-dim > 60. And if I don't add it soon/early, it'll probably never be.
NOooooo! Don't crush my dreams!
Add it soon! :p
Well, I actually scratched that from a note on my desk very recently ("Add support for larger maps")... I think it would really slow battles and change the experience to require scrolling. I'll reconsider it. It's true that I could add it as an optional thing and not be a part of the game proper, but it'll add extra annoying requirements to the code base. I'm all for adding optional features, but one like that impacts quite a lot of the interface (internally).

Right now the architecture doesn't support scrolling maps or x/y-dim > 60. And if I don't add it soon/early, it'll probably never be.

NOooooo! Don't crush my dreams!
Add it soon! :p

Just posting to suggest this as well. Having to scroll would make life a bit more complicated, but increased map sizes would be worth it. (And 60x60 seems pretty small...  :( )
Heck, if manual scrolling is the issue (limited number of keys or what-not), why not fix the camera on the active unit? Shrink the display to 59x59 so you have a one-tile centre, then display a square region centred on the currently-selected soldier. You'd still have to re-draw the display when a unit moves, of course, but that's pretty much a given anyways.

Other than that, I'm really excited for this. Destructible terrain + support for modded aliens? Count me in!  :D
Sheesh, another one right while I was replying--I can see this is not going to go away ;)

Right now the architecture doesn't support scrolling maps or x/y-dim > 60. And if I don't add it soon/early, it'll probably never be.

NOooooo! Don't crush my dreams!
Add it soon! :p

Just posting to suggest this as well. Having to scroll would make life a bit more complicated, but increased map sizes would be worth it.
This. Large maps are more fun.

Anyway, watching this. Sounds very interesting.
And another...

Implementation of large maps isn't really an issue, and neither is control. I just wanted to keep X@COM's code simple, and, more importantly, make the battles quicker. Not having to scroll around and being able to see everything at a glance contributes to that, and sort of makes up for the fact that you can only effectively see one z-level at a time (since some things are blocked in roof view). There will also be numerous battlefield overlays that give you quick information about the map, and those would be less useful if you can't see the entire map at once. I'll think about it.

Kyzrati, actually arriving here will provide a nice boost of popularity to your game. I mean look at the Cataclysm thread, it started off as a thread about a small game in development then the developer came on and now its over 400+ pages.
I know, and Bay 12 was actually on my list as one of the main places to announce X@COM once it got more playable. (I like Dwarf Fortress, so I'm no stranger to Bay 12.)
I didn't want to jump into the scene too early precisely *because* it could lead to lots of feedback, and way too early--Feeling obliged to monitor and respond to 400+ pages could really slow down development, though, and it would be all you fans' fault! ;D

So I want you all to stop posting... NOW! >:(

Just kidding. Everyone knows you can't stop an avid X-COM fan from professing his loves, hopes and dreams.

1238
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: September 26, 2011, 08:26:34 pm »
So I checked my blog stats this morning and see this not-so-tiny spike. Someone apparently posted to a more popular forum... Check details... Yep, there it is--on Bay 12 already. I haven't been doing any publicity since the game is just a tech demo right now, but X@COM is probably just going to advertise itself, being what it is ;)

From what I read the creatures, items, and equipment have a DF-like raw setup allowing modders to add what ever they can think of. This opens the possibility for 1700's era X-COM romps against sentient waffles and the like. I personally love the terrain destruction which is key to any X-COM-like tactical squad command game. I am interested into how a geoscape would work... mmm 3D ASCII planet? Yes please!

@ Itnetlolor: If the final/ beta-level product of the game is anything like the demo I will be in heaven. The move to ascii apparently will allow him to have a multitude if unique, different environments and situations if I read the devlogs right. So far he has some different creatures with things like the cyborg which were not in the original X-COM to my knowledge.

X@COM is completely data driven--the game draws everything from the text files which you can see in their current limited state in the tech demo's "xcomdat/objects" directory. (The extension is .xt, which I did so I can view them with syntax highlighting by default in Notepad++.) It will be possible to create an entirely different setting using your own terrain, creatures, items, etc... even particle effects (though I wouldn't recommend any serious editing with the tech demo).

Geoscape: Won't be coming until at least another 6-8 months, probably. Hadn't decided on flat or 3D yet, but will most likely implement both just to compare. I'm not sure I should bother with flat, though, since everyone wants 3D ASCII, of course. ;)

The cyborg in the tech demo is an RL joke/Easter egg. It's Sigmund from DCSS.

my guys wont get off the dropship...
I had this problem until I read the Readme. Numpad "+" & "-" change z-levels. You can move your guys by either clicking with the mouse or view the array keys on the ground floor/ where they can path too/see. Down arrow key kneels, tab cycles your squadmates and space ends your turn. That should cover you till you find the readme which is inside the instillation folder. I still need to remember the reload key... damn those empty rocket launchers.

Ya, press F1 in game for the command help. Mouse wheel support for z-level changes is already in the next unreleased version.

Sorry about the rockets--No way to reload your weapons at the moment since inventory management is pretty much nonexistent ::) You'll just have to abandon any empty weapons for now, thus making any rocket launchers one-use weapons.

Just think what kind of terrain gen people can write.  Massive places like Apocalypse!

This might not be possible, since the plan is to limit maps to 60x60 so they always entirely fit in the console. Seeing the entire map at once makes the game play much faster. There is, however, theoretically no limit to how *tall* a map can be. So you could have very high buildings and such if the map ceiling is raised. Could be fun to have a skyscraper-type map.

Right now the architecture doesn't support scrolling maps or x/y-dim > 60. And if I don't add it soon/early, it'll probably never be.

If the final/ beta-level product of the game is anything like the demo I will be in heaven.

It's going to be far, far better. The content will be what everyone knows and loves, and much of the "tech" in tech demo isn't even in there yet. The game will probably start to resemble what it'll really be in another few months.


Oh yeah, forgot to mention... In case it's not obvious: I'm the X@COM dev :)

Pages: 1 ... 81 82 [83]