Author Topic: XCOM Post Mortem  (Read 16757 times)

Offline pmprog

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XCOM Post Mortem
« on: March 28, 2013, 10:29:29 am »

Offline SupSuper

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Re: XCOM Post Mortem
« Reply #1 on: March 28, 2013, 07:10:32 pm »
It's begun! :D

Offline pmprog

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Re: XCOM Post Mortem
« Reply #2 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

Offline SupSuper

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Re: XCOM Post Mortem
« Reply #3 on: March 28, 2013, 08:36:29 pm »
Yeah, I took a screenie of the sprite concepts:



Funny how all the art was done by just 2 guys. Those were the days, ;)
« Last Edit: March 29, 2013, 07:26:37 pm by SupSuper »

Offline luke83

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Re: XCOM Post Mortem
« Reply #4 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.
« Last Edit: March 29, 2013, 01:04:11 am by luke83 »

Offline kkmic

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Re: XCOM Post Mortem
« Reply #5 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?

Offline pmprog

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Re: XCOM Post Mortem
« Reply #6 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

Offline Daiky

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Re: XCOM Post Mortem
« Reply #7 on: March 30, 2013, 02:15:46 am »
Very interesting video.

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

Offline luke83

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Re: XCOM Post Mortem
« Reply #8 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 .
« Last Edit: March 30, 2013, 02:57:05 am by luke83 »

Offline kkmic

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Re: XCOM Post Mortem
« Reply #9 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.

Offline SupSuper

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Re: XCOM Post Mortem
« Reply #10 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.

Offline 54x

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Re: XCOM Post Mortem
« Reply #11 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.

Offline AlienRape

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Re: XCOM Post Mortem
« Reply #12 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)
:(

Offline kkmic

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Re: XCOM Post Mortem
« Reply #13 on: April 01, 2013, 06:04:03 pm »
Try downloading it.

Offline SupSuper

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Re: XCOM Post Mortem
« Reply #14 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/