Author Topic: [WIP][EXPANSION]UFO: Alien Takeover  (Read 15287 times)

Offline Cooper

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[WIP][EXPANSION]UFO: Alien Takeover
« on: December 10, 2015, 12:25:15 am »
I've been working on a expansion mod for a few weeks: "UFO: Alien Takeover".
This is my second mod ever, so I'm far from an expert at modding. The mod includes new items, new soundtracks, new alien missions, a new storyline, new research topics, and more.  It also includes various other mods from the community.

The goal with the mod is to make the game more challenging/interesting tactically (if I will accomplish that or not is another question, but I hope so), longer, harder and different.

Instead of playing as X-Com, you play as common rebel citizens. So in the beginning you have no armor, no weapons, no interceptors, just a kitchen knife and then stuff that can be found in regular stores, like shovels, axes and bandages. As you move on you can use some of the alien weapons recovered in missions, and you will find other groups and dubious gangs to work with.

Here are some images. Please note:
-The mod is far from finished, so a lot will change.
-Some of the sprites are from other mods, and I have not yet asked for permission to use all of them. I will of course do that before I publish the mod.


Offline Cooper

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #1 on: December 10, 2015, 12:26:33 am »
More images

Offline Cooper

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #2 on: December 10, 2015, 12:28:51 am »
More images

Offline DracoGriffin

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #3 on: December 10, 2015, 12:34:57 am »
Seems interesting.

Online Solarius Scorch

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #4 on: December 10, 2015, 12:45:34 am »
Yeah, it has the potential to become a cult thing, heavily referencing movies like They're Alive! and generally cool stuff from the 80's (at least I would like something like this).

It's a bit worrying that you start with kitchen utensils as weapons, because it may suggest some really mind-straining things you're supposed to do to make the airsoft be useful. But it may also suggest crazy shit like blowing the aliens up with home-made flamethrowers (Spiders 2) or mincing them with a combine harvester (Evil Aliens - you absolutely have to do this).

So I don't know if my assumptions are correct, nor do I presume to tell you what mod you should make. I just threw in some thoughts and ideas. In short, I'm interested!

Offline Cooper

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #5 on: December 10, 2015, 01:04:34 am »
Thanks for the interest!

Quote
It's a bit worrying that you start with kitchen utensils as weapons, because it may suggest some really mind-straining things you're supposed to do to make the airsoft be useful
Good point! I guess I'll just make the Airsoft Pistol unavailable until after normal weapons are available. Its not really needed until after that anyways :)
Only three items are available from the start, so it should not be too confusing.

Offline Cooper

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #6 on: December 10, 2015, 01:22:18 am »
I have not seen those movies, but the story is set to the 80's and there is kind of a goal to create that kind of a vibe :D

Online Solarius Scorch

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #7 on: December 10, 2015, 01:24:04 am »
You should totally watch them, especially Evil Aliens.

Will the first research be "Kitchen-Knife-on-a-Stick"? :)

Offline Cooper

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #8 on: December 10, 2015, 01:40:21 am »
Maybe I will, alien movies could be inspiring new ideas for the mod.

"Kitchen-Knife-on-a-Stick" would be awesome :D
But a ranged melee weapon is a good idea!

First research (or projects, as its called in the mod) goes like this:

-Rebel meeting
    -Motion Scanner (Motion Scanner)
    -Contact Other Rebel Groups (Solders aka Rebels)
    -Explore local shops (Ax, Shovel, Ground Flare, Tranquilizer, Bandage, Gasoline, Frozen Orangejuice Concentrate)
        -Explore army shop (Combat Knife, Armored Vest)
    -Gang Negotiations
        -Basic Weapon training
             -...and then a lot more

Online Solarius Scorch

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #9 on: December 10, 2015, 01:43:54 am »
Hmmm, what are you going to do with Geoscape then? Since your ideas are more for a city than a globe... Hey, how about a spherical city? ...Nevermind.

Offline Cooper

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #10 on: December 10, 2015, 01:48:19 am »
Will just have to hope that the player does not make the first base in the middle of nowhere  :P

Offline Cooper

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #11 on: December 10, 2015, 02:10:27 am »
But yeah, I'm aware that its does not make completely sense to do it that way. What things are called/UFOPedia entries have not been a priority yet, but this could easily be changed to something like "Explore shops in nearby cities" or something.  :)

Offline Hobbes

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #12 on: December 10, 2015, 04:32:26 am »
First research (or projects, as its called in the mod) goes like this:

-Rebel meeting
    -Motion Scanner (Motion Scanner)
    -Contact Other Rebel Groups (Solders aka Rebels)
    -Explore local shops (Ax, Shovel, Ground Flare, Tranquilizer, Bandage, Gasoline, Frozen Orangejuice Concentrate)
        -Explore army shop (Combat Knife, Armored Vest)
    -Gang Negotiations
        -Basic Weapon training
             -...and then a lot more

I've been considering a similar Research/Mission structure, where completing research on project A generates missions B, C or D, which then trigger additional missions. Research would be called instead Intelligence or Operations or Planning.

niculinux

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #13 on: December 10, 2015, 03:42:34 pm »
Wow that's gonna be a load of work!!!

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #14 on: December 10, 2015, 06:16:27 pm »
Wow that's gonna be a load of work!!!

It is always a load of work. :P