OpenXcom Forum
Contributions => Offtopic => Topic started by: michal on March 07, 2011, 10:55:00 am
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I saw that video:
https://www.youtube.com/watch?v=5qwmsEEamvg&hd=1
And instantly thought that 3d x-com could look similar. For example alien base could look such way.
What do you think?
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Not bad, definitely not bad 8)
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I think it's not the way xcom3d should look like. First of all tiles are too big. Second of all - there's too heavy shadow outthere, and "action' gameplay aimed for single unit. So, no. This engine and gameplay doesn't seems to be having necessary tactics inside. It's more like alien shooter.
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looks great, reminds me of the blue armor in X-Com3
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I think it's not the way xcom3d should look like. First of all tiles are too big. Second of all - there's too heavy shadow outthere, and "action' gameplay aimed for single unit. So, no. This engine and gameplay doesn't seems to be having necessary tactics inside. It's more like alien shooter.
I agree with the tiles issue. Well it's more like a mouse-cursor issue, in a 3D game you should not be restricted to "tiles", you should have a 3D mouse cursor that you can point to every coordinate you want. In this demo for some reason the mouse cursor matches the texture of the floor plane.
This is how a 3D strategy mouse cursor looks like: https://www.youtube.com/watch?v=bNJeW9IMj_w
Damn I liked that game, with it's destructable environment and the graphics style. :)
In my opinion soldiers: heroes of ww2, that engine could even be good for an xcom3D?
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Have you played "Silent Storm"?
https://www.youtube.com/watch?v=iiCYiv-SRDM
https://www.youtube.com/watch?v=bs_RSRLDCg4
https://www.youtube.com/watch?v=42j_czj27nE
And it's actually turn based strategy, not realtime as "Heroes of WW2". So it probably fit better. But in any case - all these 3d engines alter gameplay greatly, so it couldn't be called xcom-ish in its orthodoxal sense.
Anyway it's more "Jagged aliance" than "UFO".
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I agree... the texturing or shadowing effects are beside the point (in that short demo) while our usual "Boxy" cursor is distinctive to the isometric perspective. There isn't any reason to replace it even if the engine were to be based on free-camera controls.
Going from sprite frames sequencing to full 3D_modeling assets requires extra stack (Poly-Counts) but definitely enhances realism.
Any Hi-res X-Com *must* at least use recent HD capacity if only to mark a sharp twist from Low-Res to highest possible quality GDI.