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Open Feedback / Re: OpenXcom code history
« on: April 26, 2019, 10:25:07 pm »
When I started coding the battlescape for OpenXCom I had great help from people that really turned the original game inside out:
"Zombie" was a guy that took testing to the next level, he spend days letting stuff explode in the game and documented the results. We discussed all this stuff on the weirdest times of the night on our IRC channel, talking about how close openXcom should stick to the original. This ment even trying to mimic "bugs" of the original like explosions being restricted to one level only.
We had our vanilla-purist "Volutar", while not easy to work with him, he actually reverse-enginered algorithms from the original game for us and proved a great help when we were stuck on something.
As far as I remember the most difficult part to mimic was the AI and there I basically started from scratch and observations.
Here is a list of the differences between original and OpenXCom by the way, not sure how up to date this is:
https://www.ufopaedia.org/index.php/Differences_to_X-COM_(OpenXcom)
"Zombie" was a guy that took testing to the next level, he spend days letting stuff explode in the game and documented the results. We discussed all this stuff on the weirdest times of the night on our IRC channel, talking about how close openXcom should stick to the original. This ment even trying to mimic "bugs" of the original like explosions being restricted to one level only.
We had our vanilla-purist "Volutar", while not easy to work with him, he actually reverse-enginered algorithms from the original game for us and proved a great help when we were stuck on something.
As far as I remember the most difficult part to mimic was the AI and there I basically started from scratch and observations.
Here is a list of the differences between original and OpenXCom by the way, not sure how up to date this is:
https://www.ufopaedia.org/index.php/Differences_to_X-COM_(OpenXcom)