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Author Topic: X@COM - Where ASCII and X-COM Collide!  (Read 116875 times)

Thexor

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #30 on: September 27, 2011, 12:11:37 am »

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
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Tarran

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #31 on: September 27, 2011, 12:35:24 am »

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.
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #32 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.
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Tilla

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #33 on: September 27, 2011, 01:01:08 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
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #34 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)
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Tilla

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #35 on: September 27, 2011, 01:33:20 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)
Don't worry, if I wasn't dying I'd accuse it of being not enough like the X-Com games.
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Pandarsenic

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #36 on: September 27, 2011, 01:36:53 am »

[Not coding]

>:I

I jest, but man this game is made of exciting.
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Sowelu

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #37 on: September 27, 2011, 02:18:39 am »

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)
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dehimos

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #38 on: September 27, 2011, 03:27:59 am »

I like the game, but I am casual, no sprites, no funny  :-\
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mendonca

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #39 on: September 27, 2011, 03:41:25 am »

Posting to watch. Looks really cool.
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Farce

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #40 on: September 27, 2011, 04:07:56 am »

Spoiler (click to show/hide)

Also chiming in to support bigger maps.  :x

Alehkhs

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #41 on: September 27, 2011, 05:27:08 am »

Considering that my laptop recently died, and took my X-Com LP with it, I'll definitely be following this...
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forsaken1111

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #42 on: September 27, 2011, 09:01:49 am »

I await the inclusion of DF-style hit messages...

---

The laser bolt strikes the Sectoid Commander in the upper torso, blistering the skin, charring the bone, and burning the lungs.

Sectoid Commander has been struck down.

The Chryssalid proboscis penetrates Specialist Jones in the upper torso, tearing the skin and ripping the fat.

Chryssalid eggs have been implanted. Specialist Jones looks like she is going to vomit!

The Celatid venom strikes the Civilian4 in the head, blistering the skin and burning the eyes. The Civilian is blinded!

A Chryssalid has emerged from the Civilian11!

Civilian11 has been struck down!
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #43 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.
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forsaken1111

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #44 on: September 27, 2011, 10:06:08 am »

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! :-\
Could do a pop-up report like DF does where you get a detailed scrollable list of what happened in the last turn. That wouldn't take up screen space.
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