Author Topic: Battlescape development  (Read 245524 times)

Offline Zharik1999

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Re: Battlescape development
« Reply #255 on: June 30, 2012, 09:12:38 pm »
Or even floaters? I know they will bring a lot of bugs. We have even floating sectoids but I really can't wait to enjoy playing against floaters. :)

Offline Daiky

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Re: Battlescape development
« Reply #256 on: July 01, 2012, 12:14:10 am »
floaters are in the game already, but there is no "story" in the geoscape to trigger them, it's hardcoded to sectoids now. When the geoscape stuff is implemented, the rest will probably be ready too.

Offline luke83

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Re: Battlescape development
« Reply #257 on: July 01, 2012, 12:41:42 am »
cool , so what are you planning next? Are all map types done yet? Maybe some Armed Civilians  ?::)

Offline Daiky

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Re: Battlescape development
« Reply #258 on: July 01, 2012, 12:45:42 am »
I recently found a copy of the book "Art of Game design": https://artofgamedesign.com/
it's really a great book, so in my free time I'm going to read that.

And other than that I'll just play openxcom a bit and see what is missing and then implement that missing part. I'm going to check if personal armor works in battlescape, I think not. So that might be next.
Doesn't armed civilians work already? I never tried, I don't know what happens when you put a weapon in a civilians' hands :p Probably doesn't work.
« Last Edit: July 01, 2012, 12:54:34 am by Daiky »

Offline luke83

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Re: Battlescape development
« Reply #259 on: July 01, 2012, 01:20:12 am »
They work when there xcom solders but i have never tried to make normal civilians armed, i assumed there would be some special rules required within the Ruleset not to mention some AI upgrades ::) Download a sprite set and let me know :P

Offline moriarty

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Re: Battlescape development
« Reply #260 on: July 01, 2012, 01:26:18 am »
do the civilians have arm sprites for holding weapons?

Offline luke83

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Re: Battlescape development
« Reply #261 on: July 01, 2012, 06:02:38 am »
my civilians do, i reworked the x-com solder sprites to handle them, i just need to tell  openxcom to use them somehow
« Last Edit: July 01, 2012, 06:35:05 am by luke83 »

Offline Daiky

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Re: Battlescape development
« Reply #262 on: July 01, 2012, 10:47:18 am »
damn, personal armor already does work perfectly in battlescape :) I'll implement the destruction of items on the ground by explosions today.

Offline hsbckb

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Re: Battlescape development
« Reply #263 on: July 01, 2012, 10:53:35 am »
damn, personal armor already does work perfectly in battlescape :) I'll implement the destruction of items on the ground by explosions today.

How about unconscious soldier killed by fire?

Offline Daiky

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Re: Battlescape development
« Reply #264 on: July 01, 2012, 12:42:30 pm »
according to ufopaedia items, uncluding corpses don't take damage from fire.
« Last Edit: July 01, 2012, 12:45:20 pm by Daiky »

Offline moriarty

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Re: Battlescape development
« Reply #265 on: July 01, 2012, 12:50:25 pm »
that's true for the original, but should it really be that way?  ::)

IMHO, unconscious soldiers taking no damage from fire is a design flaw, and should be corrected... they should also be able to receive stun damage, and explosions shouldn't affect them as items, but as soldiers/aliens.

heavily armored guy falls unconscious from a stun bomb, simple grenade goes off and completely wipes him off the face of the earth (or mars, for that matter ;D )?
seriously?

Offline Daiky

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Re: Battlescape development
« Reply #266 on: July 01, 2012, 01:31:01 pm »
I wouldn't know if it's a bug or intentional, lets move it to the suggestions forum?
In openxcom bugs are fixed, but the "rules" should not be changed, unless it's optional.

Offline Daiky

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Re: Battlescape development
« Reply #267 on: July 04, 2012, 11:12:35 am »
My Battlescape TODO-list for this month in the order it will be implemented. We'll see how far I get :p

items:
- psi-amp
- melee weapon
- mind probe

alien life forms drawing:
(there is certainly an overlap between some of them)
- floater
- reaper
- snakeman
- chryssalid
- zombie
- muton
- celatid
- silacoid
- sectopod

ai:
- psi attack
- melee attack
- smarter grenade throwing
- smarter blaster launching
- take cover

alien life forms special abilities:
- reaper bite (probably just a melee attack)
- Chryssalid/Zombie mechanics
- Celatid acid spit
- Silacoid ground burn

missions:
- alien base
- mars

- bugfixes
- suggestions

Offline michal

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Re: Battlescape development
« Reply #268 on: July 04, 2012, 11:54:10 am »
Cool :) Lot of work for one month, but also lot of new features :)

Offline luke83

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Re: Battlescape development
« Reply #269 on: July 04, 2012, 12:10:32 pm »
If you get all that done in 1 month i will send you a Gift as a thankyou :P