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Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: October 24, 2015, 05:55:07 pm »Thanks for the praise. I wouldn't worry about peeking into 9.0. The difference between 9.0 and the upcoming version will be immense (9.0 1,606 files 6.48 MB vs the upcoming release with 3,276 files at 14.8 MB). So much of the sprite work has been vastly improved. Honestly, I am kind of embarrassed by some of my previous sprite work.
Ugh. Sorry for replying to you so late. Real life, ya know? Anyway, wow, that's a heck of a file and size difference...which only makes me even more giddy for the next release. Also, why are you embarrassed about some of your older sprite work? I mean, sure, it's older content but there's nothing to be embarrassed about. It just helped you hone your skills and get you to where you are today.
Finally, I was looking back through the thread and saw a bunch of different Muton sprites, and then saw that you said the third tier ballistic weapons should allow players to take on both Mutons and Snakemen (and you were also kind enough to give us a glimpse of a new Muton sprite). My question to you is this: Since Mutons are stated to be fairly resistant to traditional chemical propellant based projectile weapons, but you've also stated that tier three ballistics should be capable of bringing them down...does that mean there's going to be more enemy variety in the next release? I mean, I remember my shock when I encountered Muton Commandos (nasty pieces of work) but...are we going to have to deal with veteran alien troops that have better equipment and armor? Please say yes because that would be amazing and really add to the sense of escalation within the game.
Thank you. I've gotten positive feedback from my beta readers so far. It looks like both my book and the next release for Xeno Ops will hit at about the same time.
Hey, I'll be looking forward to the releases of both then. If I see your book in stores, I may just pick it up.