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Messages - Kyzrati

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46
Offtopic / Re: X@Com - Xcom as roguelike
« on: May 17, 2012, 06:55:24 pm »
FYI - Kyzrati has done great side roguelike project, named Cogmind:
https://cogmindrl.blogspot.com/

You should try it if you like roguelikes.
Thanks michal, the final version of Cogmind came out last month, and I'm finally back to making some progress on X@COM.

R6 is out.

No new gameplay, but several visual improvements among other changes. Mostly wanted to get a new version of the demo available since it was gone for a little while there.

47
Offtopic / Re: X@Com - Xcom as roguelike
« on: December 24, 2011, 01:42:40 pm »
Yeah, but we all gotta make it to 1.0 first! (Well, at least I'm occasionally already fitting in some experimental features to play with, but it's still small-scale compared to what'll be possible later.)

How many hours do you spend on OpenXCom per week, SupSuper?

48
Offtopic / Re: X@Com - Xcom as roguelike
« on: December 21, 2011, 08:44:18 am »
I know, you love doing it ;)

Steady, but somewhat slower than I'd like, unfortunately. Not enough time of late.

49
Offtopic / Re: X@Com - Xcom as roguelike
« on: December 21, 2011, 08:16:21 am »
Next time I'll save you the trouble and post it myself, Michal ;)

50
Offtopic / Re: X@Com - Xcom as roguelike
« on: September 20, 2011, 05:20:52 pm »
Yeah, I was actually considering integrating something like that into X@COM, though that would certainly be much later, and it would essentially be a different game. A couple of ideas I came up with:

-It's a little ways into the war, more and more nations are turning to the alien side, and you play a lone soldier disgruntled with X-COM's ineffectiveness. You strike out on your own and play a more-or-less one-man roguelike adventure across earth as you find new tech, meet NPCs, and eventually find a way to get yourself to Cydonia itself and stop the alien menace. More overworld-oriented, except for bases which could be similar to dungeons. Would be an entirely different experience, but definitely fun ;)

-Much more closely integrated with the original: As commander you are an actual member of X-COM and if your location is discovered, you have to fight off the aliens in a different roguelike mode with soldiers assisting you. Easier to do, but still a separate game.

I had some others I can't recall. I'll stick with the original for now, though, because it's going to be pretty spiffy once I get the real interface running (haven't even started on that  :-[).

51
Offtopic / Re: X@Com - Xcom as roguelike
« on: September 20, 2011, 07:12:48 am »
The ASCIIest earth you've ever seen! 8)

52
Offtopic / Re: X@Com - Xcom as roguelike
« on: September 20, 2011, 03:07:05 am »
Heh, yeah, It's meant to be a challenge (essentially impossible in most cases), for the RL crowd. There are secrets that can make it easier, or at least more fun. Just a tech demo anyway, the actual game will play like X-COM rather than be a strange scenario with aliens teleporting in to defend their UFO ;)

53
Offtopic / Re: X@Com - Xcom as roguelike
« on: September 18, 2011, 04:52:54 pm »
Of course, michal beats me to it ;)

Decided to go for as early a release as possible, so I rushed the first tech demo for ARRP 2011 (a roguelike community thing, for those unfamiliar with the event). Lot's to do yet, but I figured the game may as well be out there since otherwise I'll probably just sit on it forever!

54
Offtopic / Re: X@Com - Xcom as roguelike
« on: September 03, 2011, 12:34:25 am »
Good question... Um, tomorrow?  ::)

...

Okay, maybe not (I wish). I was just pondering that very question yesterday...

Moving as fast as I can here (that much should be obvious!), but the first release is probably not coming until two major components are at least partially implemented: sound and interface. And I haven't started on either. Sound is easy, but it'll probably take several weeks to hammer out a full framework for the interface. I'm going to completely replace the temporary one I'm using at present.

It could be another few months yet. Even then, the first release is going to be more tech demo than anything, since it probably won't have any AI, geoscape, or full game data/maps etc.

I did just start two months ago ;)

55
Offtopic / Re: X@Com - Xcom as roguelike
« on: August 24, 2011, 04:42:13 am »
Dude, michal, are you my press agent or something?  ;)
He's everyone's press agent, if there's an X-Com project out there he will find it! :D

Yeah, I was going to make that comment myself but didn't remember 'til after I posted :)
I've seen michal all over the net associated with all manner of X-COM projects

At least it would get rid of our graphical issues. :P
You are far braver than I, SupSuper. Tackling all that pixel nonsense would drive me insane, especially using the original files. At least we all have UFOPAEDIA on our side!  ;D

Awesome particle system btw! I was "blown away" ;)
Hm... "blown away" is hard to beat. I'm going to have to totally disintegrate you once I add sound.  :D

56
Offtopic / Re: X@Com - Xcom as roguelike
« on: August 23, 2011, 05:40:47 am »
Dude, michal, are you my press agent or something?  ;)

I guess the OpenXcom code could be modded to show ASCII instead of sprites - there you have you near-instant XCOMRL in a neat package ;)

True, but by the time I'm done with X@COM, it'll clearly have been much less work to write the entire game from scratch. A bit early to be using the word "done" in any kind of sentence related to my game's overall progress, but one can hope!

Getting everything to work in a console environment requires some significant changes on even the mechanics level (mostly in terms of coding, less so in terms of game rules). The interface is of course going to be completely reworked, and though you could theoretically do that as an OpenXcom mod, you'd then discover that it doesn't play very well because the mechanics were meant for an isometric game.


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