Author Topic: X@Com - Xcom as roguelike  (Read 63816 times)

Offline michal

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X@Com - Xcom as roguelike
« on: July 12, 2011, 09:28:41 am »
Hello,

Do you like roguelikes? If so, you can find that interesting:
https://xcomrl.blogspot.com/




Offline bramcor

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Re: X@Com - Xcom as roguelike
« Reply #1 on: July 14, 2011, 07:24:48 pm »
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 ;)

Offline michal

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Re: X@Com - Xcom as roguelike
« Reply #2 on: August 22, 2011, 09:59:19 am »

Offline Kyzrati

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Re: X@Com - Xcom as roguelike
« Reply #3 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.


Offline SupSuper

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Re: X@Com - Xcom as roguelike
« Reply #4 on: August 23, 2011, 06:23:16 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

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.
At least it would get rid of our graphical issues. :P

Good luck with your project! It looks very interesting so far.

Offline michal

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Re: X@Com - Xcom as roguelike
« Reply #5 on: August 23, 2011, 09:26:12 am »
Dude, michal, are you my press agent or something?  ;)

Hehe, i just think that people should know about interesting projects ;)

Offline bramcor

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Re: X@Com - Xcom as roguelike
« Reply #6 on: August 23, 2011, 10:41:46 pm »
Awesome particle system btw! I was "blown away" ;)

Offline Kyzrati

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Re: X@Com - Xcom as roguelike
« Reply #7 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

Offline michal

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Re: X@Com - Xcom as roguelike
« Reply #8 on: September 02, 2011, 04:01:59 pm »
When we will see first release? ;)

Offline Kyzrati

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Re: X@Com - Xcom as roguelike
« Reply #9 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 ;)


Offline Kyzrati

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Re: X@Com - Xcom as roguelike
« Reply #11 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!

Offline michal

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Re: X@Com - Xcom as roguelike
« Reply #12 on: September 19, 2011, 05:34:13 pm »
I've played a bit, it looks really promising :)

Unfortunately aliens kicked my ass sooo much :P

Offline Kyzrati

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Re: X@Com - Xcom as roguelike
« Reply #13 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 ;)
« Last Edit: September 20, 2011, 07:13:18 am by Kyzrati »

Offline SupSuper

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Re: X@Com - Xcom as roguelike
« Reply #14 on: September 20, 2011, 03:30:17 am »
Will it have an ASCII Earth then? ;)
« Last Edit: September 20, 2011, 03:32:25 am by SupSuper »