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Messages - Kyzrati

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16
Offtopic / Re: X@Com - Xcom as roguelike
« on: October 13, 2012, 12:46:20 pm »
More in the future I'm sure, once the engine gets more powerful, but for now you'll definitely be seeing at least a few. Doom will be one of the first, I hear, with more to follow.

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Offtopic / Re: X@Com - Xcom as roguelike
« on: October 13, 2012, 10:59:34 am »
Posting about the new R8 release so michal doesn't have to ;)

18
Open Feedback / Re: New website design
« on: October 08, 2012, 08:49:08 am »
Me too ;D

I'm waiting for the video so I can Reddit it--Make it good! ;)

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Open Feedback / Re: New website design
« on: October 07, 2012, 07:35:19 am »
I'll be sure to post something, don't worry. :P It was easier back when every new screen was an achievement, now it's mostly just code code code...
Totally understand what you mean there. It's even tougher when you're recreating a game that everyone's already seen before...

Just yesterday I was paging back through my own blog history, thinking about the fact that I used to post twice as often, or even more, than I do now, mostly because back then there were all kinds of new things appearing that were quick and easy to implement--now I can spend a whole month working on one or two big systems...

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Open Feedback / Re: New website design
« on: October 07, 2012, 03:53:40 am »
EDIT: also, while it's certainly nice to support X@Com, someone should update the news so that the front page is showing something of openxcom instead... because seeing the roguelike like that, people can't really see what openxcom looks like. imagine somebody new opening the page for the first time, and all he sees is the roguelike screenshots - he'll just go "what the h***?" and leave again. (unless he's into roguelike games).
I was thinking this EXACT same thing not long ago. Thanks for the plug michal, but I'm really hoping you guys post some OpenXCom stuff, *anything*, and soon. (OpenXCom just doesn't have enough frequent news!)

TT and FreeSynd are not good examples. Dense background al over the place make it feel like it's one of first graphics web sites ever (I remember feeling of how I used netscape 2.0). In functionality sence, those FAKE time buttons makes quite a disturbance. I think it will be better without them.
The FreeSynd reference was only with regard to the button appearance discussion. That site design as a whole is poorly done for sure, and certainly the buttons on OXC would *do* something--that was another point of the discussion about the time buttons...

21
Open Feedback / Re: New website design
« on: October 05, 2012, 02:47:46 am »
Good call about switching the time buttons to something with a more obvious/specific function but keeping their size and position. I had a similar first reaction on seeing the mockup. This is a website, after all, so user-friendliness should take precedence over appearance--we need to know at a glance what the time buttons actually do.

I also think if you're going to go retro you shouldn't stop half-way in boring css text land--go all the way and use the X-COM font and pixel graphics. It may be a little more trouble, but it's certainly not hard. (Looks nice on FreeSynd! Is that enough impetus?)

22
Offtopic / Re: shocking news: XCom: Enemy Unknown by Firaxis
« on: September 30, 2012, 04:10:17 am »
So they weren't happy with the results and settled with just making hundreds of randomly-selected hand-crafted maps. It's a lot more work to make every map individually (the game has been 4 years in the making), but you have full control over the results, and they said there'll be enough to "not see the same map after two playthroughs". Spawn points and mission elements are still randomized anyways, so there won't be a "most effective path".
From a tactical standpoint, I think terrain is much more a determining factor in pathing than enemy positions since you want to be in the area that offers the best possible cover for any dynamic situation, regardless of where the enemies are: I don't care if there's a sectoid hiding in that building or not--I want to hide in that building. But its nice to know there are so many maps! That should alleviate some of the repetitiveness...

Wonder what kind of modding tools the game will have, if any.

23
Offtopic / Re: shocking news: XCom: Enemy Unknown by Firaxis
« on: September 27, 2012, 03:41:26 am »
from what I've seen of the rest of the game, this demo is VERY limited, yes. I'm still not sure how the game itself will feel with the non-random terrain... every single level is hand-crafted, after all. sure they all have multiple spawn points and stuff, but I guess it will get repetitive after a few play-throughs. then again, the levels are a good deal more complex than those from the original... and to be honest, the original was quite repetitive, too. the actual number of different levels may have been greater, because the map tile arrangement was almost entirely arbitrary, but how much difference is there between a farm where the house is on the left side  of the barn and one where it is on the right side?
Actually, that's a *huge* difference when it comes to tactics--It's not that the level becomes more visually interesting due to the rearrangement, it's that it changes how you play.

With a set level you can generally rely on a "most effective" path to complete a mission, and that would get boring much faster than a map where that path keeps changing, and doing so exponentially because it's not just one building that moved, it could be all of them, which means there may or may not be aliens on the other side or not.

This game's not going to have the same replayability, but they obviously had to go that route to appeal to a slightly more casual audience (consoles...), not to mention it's much easier on the technical side.

EDIT: oh, and >5GB for a demo? and one that's this limited in functionality? come on. people have already started dissecting the files, and found a lot of spoiler info in there... I think if you bring out a demo, you could at least put a little more effort into it, like removing all unnecessary game data. from what I've read, there are probably all of the autopsy reports in there, and even the end movie... :P
I believe they've said it may be possible to unlock the entire game using just the demo (and an update?), so you don't have to download it again. So yeah, there's a lot of stuff in there for a reason.

24
Offtopic / Re: X@Com - Xcom as roguelike
« on: September 20, 2012, 04:01:46 am »
Ah thanks, I don't even have it on my own site yet, ha ha. (Awaiting more content to put in the next post.)

25
Offtopic / Re: X@Com - Xcom as roguelike
« on: September 19, 2012, 08:22:38 pm »
Michal: I put up that new video I was talking about (though having played, you've already seen most of what it contains).

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Offtopic / Re: X@Com - Xcom as roguelike
« on: September 19, 2012, 02:58:25 pm »
True, I thought of that after I made the comment... In terms of mechanics, I am going to be pushing in a lot of different directions from the original. My bad.

I do, however, want to maintain the console/terminal aesthetic, as the style goes well with the theme I'll be working with, which isn't yet apparent to those watching the project because I haven't announced exactly what my final goal will be in this regard. It'll star to become more apparent around 0.2~0.3-ish.

I can also give a much better reason for the limitation: The entire engine is designed around the console terminal concept, whereby you have a character of a certain color over a cell of a certain background color. Why would I do this? I can animate hundreds of thousands of particles and cool effects very quickly, and do it all without the GPU. The spritesheet implementation means it's quite easy to add sprites instead of letters, but changing it to use a multi-color sprites turns it into a basic tiling engine, which loses the speed advantage and is no longer compatible with the particle layering which is going on in the background.

27
Offtopic / Re: X@Com - Xcom as roguelike
« on: September 19, 2012, 12:08:34 pm »
No multicolored tiles... bah, that's kinda gross. Why not? Dwarf Fortress have no problem with using nice multicolored tiles.
It's an aesthetic. Multi-colored tiles would ruin the old terminal feel, which I insist on keeping intact because without it, you may as well play the real X-COM, or eventually OpenXCom ;)

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Offtopic / Re: X@Com - Xcom as roguelike
« on: September 19, 2012, 12:05:09 pm »
Yep, colored in engine, so you can specify the color you want in the settings, or reuse the same tile in many places using multiple colors, without having to redraw it. The glyph files are monochromatic, but do allow alpha shading. I've attached one of the font files so you can see (they're all in the data/fonts directory)--all the map characters you find in the game is derived from that one .png (or one of the other fonts, depending on which you use).

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Offtopic / Re: X@Com - Xcom as roguelike
« on: September 19, 2012, 10:59:58 am »
Quite right. Tiles will be supported as in Cogmind (same engine), though no multi-colored tiles (meaning a single tile may not use more than one color, not that all tiles have to be the same color...). There will be sprite packs for the game; the characters used are just glyphs on a spritesheet, after all.

They'll be moddable, too, just like in Cogmind, so you could change the entire appearance of the game quite easily, assuming you can edit a .png file ;)

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Offtopic / Re: X@Com - Xcom as roguelike
« on: September 19, 2012, 09:36:55 am »
I could play more on linux ;)
Hehe, You'll have your day then ;)

Btw, have you ever thought about open sourcing x@com or at least your roguelike engine?
Definitely, especially the engine. But I'm a somewhat obsessive perfectionist, and would never be able to do something like that unless I was convinced it was something that others could use without a lot of help and support on my end (it's not), so I don't think so.

Instead I want to make X@COM so moddable that others will be able to create completely different TBS games through a mod, which is pretty close to open sourcing, without the programmability (scripting instead). It'll include a hugely detailed manual on how to make all your own particle effects, objects, maps, entities, etc. Mostly because I'll need the manual for myself anyway to create the game, otherwise the project eventually gets so big I can't remember everything myself, anyway ;) So others can benefit from my horrible memory by having a great resource for making new versions of the game, and we can all benefit from playing them ;)



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