Author Topic: What's next  (Read 7630 times)

Offline arkhometha

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What's next
« on: May 09, 2013, 04:21:37 am »
So, congratulations everybody for the 0.9 launch. You guys are awesome!


Since everything in this list:
https://www.ufopaedia.org/index.php?title=Development_History_%28OpenXcom%29
is done, and version 1.0 have the "Extra features" topic, what's next? What do you guys plan to do? We will se anything beyond 1.0? Any features you will implement (like nuclear bombs)? Or will it be more close to the original rather than new things (like an Ironman mode. I would like to see that)? All the bugs from the original are really fixed?


Thanks again for OpenXCOM!
« Last Edit: May 09, 2013, 04:23:19 am by arkhometha »

Offline Warboy1982

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Re: What's next
« Reply #1 on: May 09, 2013, 08:48:25 pm »
1.0 will focus on bug fixes, further improving the UI and better mod support.

edit - TFTD will probably be post 1.0
« Last Edit: May 11, 2013, 12:48:43 pm by Warboy1982 »

Offline tidegear

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v0.9 What Remains?
« Reply #2 on: May 10, 2013, 06:37:56 am »
I apologize if this is asked all the time (I couldn't find it), but what remains to be done with OpenXcom as of v0.9? Thanks!

Offline xracer

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Re: v0.9 What Remains?
« Reply #3 on: May 10, 2013, 06:51:07 am »
Hello,

As far as i know "nothing" else needs to be implemented to be close to the original, except for squashing a few bugs.

On the other hand OpenXcom is not only a re-implementation of XCOM is also wants to develop into a full game that is moddable as far as i have read, so programmers want to improve the game even more. There are talks about better graphics, hier rest globe, etc... etc...

In the end this project may never be completed, but yet it is already done, if you get what i mean :)

EDIT: ohh and i forgot TFTD will be supported next :)
« Last Edit: May 10, 2013, 06:53:40 am by xracer »

Offline SupSuper

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Re: What's next
« Reply #4 on: May 10, 2013, 05:05:11 pm »
We mostly called this 0.9 as a "safety measure", because as you can see while it is "feature-complete", there are a looooooot of bugs and issues people are experiencing, which would just be bad in a 1.0. :P We also wanna take the chance to polish up and fix up all the innards to ensure the code is more reliable.

Offline arkhometha

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Re: What's next
« Reply #5 on: May 10, 2013, 09:05:06 pm »
Thanks a lot for the answers!

Offline Mr. Quiet

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Re: What's next
« Reply #6 on: May 10, 2013, 09:17:37 pm »
I can't wait for 1.0! You guys have done a great job with OpenXcom!

Offline tidegear

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Re: What's next
« Reply #7 on: May 11, 2013, 12:34:37 pm »
I can't wait for 1.0! You guys have done a great job with OpenXcom!

Amen to that!

Offline mercy

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Re: What's next
« Reply #8 on: May 13, 2013, 05:25:26 pm »
I noticed that explosions were off, not always seeing the skull animation. Projectiles not hitting their target right at the center. Sound effects and music were having hiccups. I was using a modded, UFO Extended, XCOMUTIL-ed version.

Then I tried a clean install of v1.4, on top of it the data patch and latest GIT build, plus the three CAT sample files of v1.2. All of the above problems vanished. It is a totally different game now, very enjoyable!

anonilsus

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Re: What's next
« Reply #9 on: May 13, 2013, 10:00:45 pm »
How about improving the battlescape AI?
Aliens force fire and other mean tricks.

Offline 54x

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Re: What's next
« Reply #10 on: May 25, 2013, 01:52:57 am »
How about improving the battlescape AI?
Aliens force fire and other mean tricks.

Actually the AI is already improved as it had to be completely re-implemented and it's probably one of the most opaque features in the original. Aliens don't "force fire", (although I'm not exactly sure what you mean by that, it sounds inaccurate, as they always fire at soldiers or civilians they've spotted) they seem to have longer vision than we do, and they sometimes move to cover after firing.