OpenXcom Forum

OpenXcom => Offtopic => Topic started by: pmprog on March 28, 2013, 10:29:29 am

Title: XCOM Post Mortem
Post by: pmprog on March 28, 2013, 10:29:29 am
Tweeted by Julian Gallop
https://twitter.com/julian_gollop/status/317109806718648321
#xcom postmortem will be broadcast live from #gdc on gamespot https://www.gamespot.com/shows/gamespot-live/?event=classic-game-postmortem-x-com-20130328 …
Title: Re: XCOM Post Mortem
Post by: SupSuper on March 28, 2013, 07:10:32 pm
It's begun! :D
Title: Re: XCOM Post Mortem
Post by: pmprog on March 28, 2013, 08:04:12 pm
Yep, I loved the giant white bunnies as aliens. They should so have been in the game  :D
Title: Re: XCOM Post Mortem
Post by: SupSuper on March 28, 2013, 08:36:29 pm
Yeah, I took a screenie of the sprite concepts:

(https://i.imgur.com/XGsgaZL.png)

Funny how all the art was done by just 2 guys. Those were the days, ;)
Title: Re: XCOM Post Mortem
Post by: luke83 on March 29, 2013, 12:17:37 am
Wow i missed this last night, looks like we have a few new aliens to bring back to life  :P

UPDATE:

Just finished watching, made my self a nice big screenshot from there artwork concepts also, should be good Mod later to expand the game with different groups of aliens as i already want to support the other UFO ship designs.
 Surprised about the original interception system being viewed from the cockpit of the craft.
Title: Re: XCOM Post Mortem
Post by: kkmic on March 29, 2013, 02:07:37 pm
Very informative. It's good to know how history was made.

In the concept art, what's the circled alien two positions to the right of the circled Muton?
Title: Re: XCOM Post Mortem
Post by: pmprog on March 29, 2013, 03:22:31 pm
In the concept art, what's the circled alien two positions to the right of the circled Muton?
Floater
Title: Re: XCOM Post Mortem
Post by: Daiky on March 30, 2013, 02:15:46 am
Very interesting video.

"Dynamic difficulty adjustment" - I didn't even know this was in x-com?
Title: Re: XCOM Post Mortem
Post by: luke83 on March 30, 2013, 02:28:00 am
Very interesting video.

"Dynamic difficulty adjustment" - I didn't even know this was in x-com?
better add it :)

I have just picked my favourite aliens from the concept art , expect to see at least  the cyborg human one day :P

Also that space bunny looks like it has a Pig nose , i can just picture it tracking humans with it Psi-Tracking power and pouncing between levels ( like a Jump pack would work but using Bunny power only) to Eat x-com soliders, then lay a Live baby space bunny, to grow up .
Title: Re: XCOM Post Mortem
Post by: kkmic on March 30, 2013, 08:26:47 pm
Floater
Why was I imaginig floaters being mostly pink, not green? Must have been looking too much at the Ufopaedia pictures.
Title: Re: XCOM Post Mortem
Post by: SupSuper on March 31, 2013, 01:01:16 am
Why was I imaginig floaters being mostly pink, not green? Must have been looking too much at the Ufopaedia pictures.
Same sprite, just different color schemes, probably to make it distinct from the muton.
Title: Re: XCOM Post Mortem
Post by: 54x on April 01, 2013, 05:45:54 am
Very interesting video.

"Dynamic difficulty adjustment" - I didn't even know this was in x-com?

Yeah that was my reaction in IRC too. This explains why the game doesn't seem to escalate as fast as the original. We could also use such a system to dynamically update other game settings if you're doing "too well", or even too poorly.
Title: Re: XCOM Post Mortem
Post by: AlienRape on April 01, 2013, 06:26:57 am
The gamespot video keeps freezing up at the same place for me (which is the 470K sales in North America bit)
:(
Title: Re: XCOM Post Mortem
Post by: kkmic on April 01, 2013, 06:04:03 pm
Try downloading it.
Title: Re: XCOM Post Mortem
Post by: SupSuper on April 03, 2013, 01:24:43 am
Now they've followed it up with a CLASH OF THE TITANS Julian Gollop and Jake Solomon (old X-Com and new XCOM) meeting for the first time: https://www.rockpapershotgun.com/2013/04/02/x-com-vs-xcom-gollop-vs-solomon-past-vs-present/
Title: Re: XCOM Post Mortem
Post by: Volutar on April 03, 2013, 06:31:58 am
Who's Jake Solomon? First time heard of that dude. I guess he's one of hundereds of thousands of employees who didn't even write a line of code...
Title: Re: XCOM Post Mortem
Post by: pmprog on April 03, 2013, 09:42:44 am
Now they've followed it up with a CLASH OF THE TITANS Julian Gollop and Jake Solomon (old X-Com and new XCOM) meeting for the first time: https://www.rockpapershotgun.com/2013/04/02/x-com-vs-xcom-gollop-vs-solomon-past-vs-present/
Thanks, I'll have a read (or watch, as I've just noticed it's a vid)

Who's Jake Solomon? First time heard of that dude. I guess he's one of hundereds of thousands of employees who didn't even write a line of code...
He is (was) the lead designer on the new XCOM game. Check the link from this post
https://openxcom.org/forum/index.php/topic,357.msg9569.html#msg9569
Title: Re: XCOM Post Mortem
Post by: Sharp on April 03, 2013, 04:59:05 pm
Wow great presentation, tbh I always was 'grr Microprose made stuff bad with their evil publisher ways' but it's nice to see they actually gave a huge inspiration of the game and the parts that I loved.

Still think they rushed Apoc though :P
Title: Re: XCOM Post Mortem
Post by: Daiky on April 04, 2013, 03:38:05 pm
Julian Gollop seems to be really in love with the new xcom - "the phoenix rising from the ashes"
Title: Re: XCOM Post Mortem
Post by: Volutar on April 04, 2013, 05:23:26 pm
Comparing new xcom with old xcom enfoncer or xcom interceptor - he's right.
Title: Re: XCOM Post Mortem
Post by: SupSuper on April 04, 2013, 09:57:20 pm
Still think they rushed Apoc though :P
I wouldn't say "rushed" since it apparently took 2-3 years. :P But I would've loved to hear the full story behind X-Com Apocalypse. He's only mentioned it in passing in interviews (https://www.nowgamer.com/features/1034964/interview_with_xcom_creator_julian_gollop.html) and apparently it was the complete opposite of the original X-Com, a really bumpy and overambitious development. Much more interesting to hear. ;)
Title: Re: XCOM Post Mortem
Post by: pmprog on April 05, 2013, 05:48:42 pm
I wouldn't say "rushed" since it apparently took 2-3 years. :P But I would've loved to hear the full story behind X-Com Apocalypse. He's only mentioned it in passing in interviews (https://www.nowgamer.com/features/1034964/interview_with_xcom_creator_julian_gollop.html) and apparently it was the complete opposite of the original X-Com, a really bumpy and overambitious development. Much more interesting to hear. ;)

I might tweet him and see if he'll ever do something like that.

In fact, does anyone have any questions regarding Apocalypse? I might try and group them all together and see if I can "interview" him on it :)
Title: Re: XCOM Post Mortem
Post by: michal on April 05, 2013, 07:10:50 pm
I might tweet him and see if he'll ever do something like that.

In fact, does anyone have any questions regarding Apocalypse? I might try and group them all together and see if I can "interview" him on it :)

Ask him what he thinks about OpenXcom :D
Title: Re: XCOM Post Mortem
Post by: Volutar on April 05, 2013, 07:15:50 pm
pmprog, he already ignored my question about "opportunity fire" (in ufo) which replaced "enemy spotted" free action from laser squad...:(
if you'll be interviewing him, please ask this too.
Title: Re: XCOM Post Mortem
Post by: Sharp on April 06, 2013, 04:42:41 pm
I wouldn't say "rushed" since it apparently took 2-3 years. :P But I would've loved to hear the full story behind X-Com Apocalypse. He's only mentioned it in passing in interviews (https://www.nowgamer.com/features/1034964/interview_with_xcom_creator_julian_gollop.html) and apparently it was the complete opposite of the original X-Com, a really bumpy and overambitious development. Much more interesting to hear. ;)

There was a little bit he wrote when mythosgames.com (now defunct) was still around about the cut features of Apocalypse, and luckily I trawled through the wayback machine to find it.

https://web.archive.org/web/20010411120930https:///www.mythosgames.com/xcomapocalypse.htm

It's sad looking at all the features that could have been in it but were cut, also I really liked the pausable real-time, it needed a bit of balancing to make it harder to abuse but it's a great feature to give the feel of making strategic descisions while actually looking a bit more realistic of a how a battle would be and interesting with all the projectiles flying about.