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Author Topic: X@Com - Xcom as roguelike  (Read 63698 times)

Offline Kyzrati

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Re: X@Com - Xcom as roguelike
« Reply #15 on: September 20, 2011, 07:12:48 am »
The ASCIIest earth you've ever seen! 8)

Offline michal

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Re: X@Com - Xcom as roguelike
« Reply #16 on: September 20, 2011, 09:21:57 am »
Going little offtopic - would it be nice if someone would make more classic roguelike (rpg rather strategy) based on x-com?

For example:
During cydonia mission everyone has died beside you. Your task is to survive and finish mission to save earth. You could descent into alien base (which could be quite deep - around 20 levels). You could find new weapons, new aliens (in deeper levels). Raise stats, etc. You could gain new psi powers (like spells in fantasy roguelikes).

Doom has been sucesfully converted into roguelike (https://doom.chaosforge.org/). I guess it would be possible to do the same with x-com. What do you think?

Offline Kyzrati

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Re: X@Com - Xcom as roguelike
« Reply #17 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  :-[).

Offline michal

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Re: X@Com - Xcom as roguelike
« Reply #18 on: October 09, 2011, 02:58:01 pm »
Third release is online: https://xcomrl.blogspot.com/p/files.html
Changes:
* NEW: Large units
* NEW: Strong units can smash through terrain
* NEW: Built-in weapon modules
* NEW: Melee attack with any item
* NEW: Bludgeoning melee attacks can knock target backward
* NEW: Change view floor with mouse wheel
* MOD: Wide/large doors open/close with a single action
* MOD: Backspace ends turn
* FIX: Unit light source deactivated on unconsciousness
* FIX: Firing at ground in unit's own position works properly for all projectiles
* FIX: Non-targeting LOF visualization checks weapon existence
* FIX: Save games no longer increase in size with each reload

https://www.youtube.com/watch?v=O0s3tduk3L8

Offline michal

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Re: X@Com - Xcom as roguelike
« Reply #19 on: December 21, 2011, 08:06:17 am »
New release: R5
https://xcomrl.blogspot.com/2011/12/r5-alpha-genesis.html

* TMP: New scenario: Exodus
* NEW: Full inventory access
* NEW: Remote detonation of explosives
* NEW: Random soldier names
* NEW: Alternate font (Ctrl-PgUp/PgDn)
* MOD: PORTED TO NEW ENGINE
* MOD: Path visualization colored by based on available TU/Stamina
* FIX: Rookie armor (coveralls) values properly applied
* FIX: Reaction fire TU checking issue which could cause fatal error

Offline Kyzrati

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Re: X@Com - Xcom as roguelike
« Reply #20 on: December 21, 2011, 08:16:21 am »
Next time I'll save you the trouble and post it myself, Michal ;)

Offline michal

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Re: X@Com - Xcom as roguelike
« Reply #21 on: December 21, 2011, 08:42:27 am »
No trouble at all ;) Btw, it's nice to see steady progress :)

Offline Kyzrati

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Re: X@Com - Xcom as roguelike
« Reply #22 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.

Offline SupSuper

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Re: X@Com - Xcom as roguelike
« Reply #23 on: December 23, 2011, 05:22:06 pm »
I know, you love doing it ;)

Steady, but somewhat slower than I'd like, unfortunately. Not enough time of late.
I know what you mean, been feeling the same way lately. We just wanna get all these cool crazy ideas out RIGHT NOW. :P

Offline Kyzrati

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Re: X@Com - Xcom as roguelike
« Reply #24 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?

Offline michal

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Re: X@Com - Xcom as roguelike
« Reply #25 on: April 16, 2012, 08:41:25 am »
FYI - Kyzrati has done great side roguelike project, named Cogmind:
https://cogmindrl.blogspot.com/

Quote
You are a prototype for a form of highly intelligent artificial life capable of quickly interfacing with and learning from the surrounding environment to evolve over time. You are the Cogmind. Build and rebuild yourself as you destroy or evade the Overmind's thralls to escape the subterranean robot city in this sci-fi dungeon romp (2012 7DRL).

You should try it if you like roguelikes.

Offline Kyzrati

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Re: X@Com - Xcom as roguelike
« Reply #26 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.

Offline michal

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Re: X@Com - Xcom as roguelike
« Reply #27 on: September 15, 2012, 08:22:51 am »

Offline Kyzrati

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Re: X@Com - Xcom as roguelike
« Reply #28 on: September 15, 2012, 09:31:58 am »
Nice screenshot michal, where'd you get that?! ;)

On a side note: Strangely, the OpenXCom forum failed to notify me about your post in this thread--I just happened to come by today and saw it as I was browsing the forum normally... Wonder what's up with that? The forum/site been busy with all the recent X-COM hype on the web? Seems like the project has become a lot more popular lately, since I've also been getting more link hits from NineX than usual.

Offline michal

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Re: X@Com - Xcom as roguelike
« Reply #29 on: September 15, 2012, 10:13:30 am »
Could be because 0.4 was released.