Author Topic: X-com Apocalypse  (Read 118981 times)

Offline Solarius Scorch

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Re: X-com Apocalypse
« Reply #90 on: July 09, 2014, 12:45:52 am »
There is 2 posts on the whole forum. You can find the password on the other one.

Ah thanks, I was looking all over the menus and on various pages, but looking through posts never crossed my mind.

I'm glad it wasn't in ROT-13 or something. :P

Offline pmprog

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Re: X-com Apocalypse
« Reply #91 on: July 09, 2014, 12:46:54 am »
Probably better to have a seperate header and set of forums on here, though.
Possibly, I did think about that, but at the same time, these boards are for OpenXCOM, and I don't have any ownership of OXC or these boards.

At least on my own server I can make any changes I require

Offline pmprog

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Re: X-com Apocalypse
« Reply #92 on: July 09, 2014, 10:56:33 pm »

Offline michal

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Re: X-com Apocalypse
« Reply #93 on: July 10, 2014, 09:02:40 am »
Well, having open sourced engine gives couple possibilites:
  • modding
  • tweaking / extending UI / gameplay
  • support for other oses - linux, mac, android

I think it's nice things to have. And those are IMO enough to reimplement engine.

We don't know what crazy things happen with OpenXcom in couple of years. Also, you can't know possibilites of OpenApoc - there are probably so many. Think about total conversions, etc.

Offline Arcalane

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Re: X-com Apocalypse
« Reply #94 on: July 10, 2014, 09:44:20 am »
Agreed.

Remember that Apoc was never as well-liked as the originals; don't expect people to be hugely hyped up about OpenApoc at first.

That said, I will not miss having to use DOSBox to get Apoc and some of the modding tools for it to work.

Offline Muukalainen

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Re: X-com Apocalypse
« Reply #95 on: July 10, 2014, 12:43:56 pm »
I would play the first two X-Coms even without Openxcom.

Sometimes I try to play Apoc too, but I can't remember ever finishing it. It has a lot of potential and it is screaming for mods.

I would say that it has a great engine ( i mostly played it on slow real time with pause ), but they failed to make the actual game interesting.

So in some ways Apoc needs the remake even more than the 2 first X-Com games. With mods it could maybe even be more popular than the other x-com games.

Offline Solarius Scorch

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Re: X-com Apocalypse
« Reply #96 on: July 10, 2014, 01:18:25 pm »
Perhaps a correct approach to get the community interested in the project would be "completing" the game, with the goal of making it look as it was intended (based on interviews with the creators)?

It would be a bit cheeky, but hey, it's marketing. :)

Offline luke83

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Re: X-com Apocalypse
« Reply #97 on: July 10, 2014, 09:27:16 pm »
From my perspective, Apoc had all the right features (real collapsible buildings, choice between real time and turn based, factions system, cool story, it was just implemented wrong ( and the aliens real sucked). If you head down this path and rewrite the engine, you have my support as a Modder to help make this project what it should of been, the BEST xcom game ever!

Offline Falko

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Re: X-com Apocalypse
« Reply #98 on: July 10, 2014, 09:39:53 pm »
my pet peeves with apoc:
bad AI/mapplaning (=run to the exit of an ufo, wait until the aliens come to you, kill all)
unbalanced toxigun(B/C)
streets blow up (too easy) and make tanks useless
diplomacy not fully devoloped
end missions too linear and no real challenge if you have toxigun/shield and worse teleporters :)

but it has enough positive sides to still be a fun game

Offline Yankes

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Re: X-com Apocalypse
« Reply #99 on: July 10, 2014, 10:29:07 pm »
BTW do you will reuse some code form OpenXcom? Mostly operating system handling. Lot of work was used to made it portable and would be waste if you do it again form scratch.

Offline pmprog

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Re: X-com Apocalypse
« Reply #100 on: July 10, 2014, 11:00:33 pm »
BTW do you will reuse some code form OpenXcom? Mostly operating system handling. Lot of work was used to made it portable and would be waste if you do it again form scratch.
Probably not. Firstly, I'm planning on using Allegro instead of SDL. Allegro is already available on Windows, Linux, Pandora, and Android. I'm a lot more familiar with it, and it does a lot more than SDL out of the box.

Gamewise, there isn't really all that much overlap on the projects. The file formats are completely different; Apoc Cityscape is nothing like UFO's Geoscape; Apoc's Battlescape requires realtime support.

The portable aspect will be there in OpenApoc, don't worry about that.

Edit: And thank you to everyone for their feedback
« Last Edit: July 10, 2014, 11:10:20 pm by pmprog »

Offline robin

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Re: X-com Apocalypse
« Reply #101 on: July 10, 2014, 11:16:05 pm »
From my perspective, Apoc had all the right features (real collapsible buildings, choice between real time and turn based, factions system, cool story, it was just implemented wrong ( and the aliens real sucked). If you head down this path and rewrite the engine, you have my support as a Modder to help make this project what it should of been, the BEST xcom game ever!
And my axe! I too believe that Apocalypse had all the right things to be the superior x-com game.

Offline davide

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Re: X-com Apocalypse
« Reply #102 on: July 10, 2014, 11:32:28 pm »
it is a very interesting project

I like very much XCom apoc too

but in my opinion there is the true risk that community
cannot support an other project in this moment.

There are a lot of pending requests on modding/improvements OpenXCom,
OpenTFTD, or Hybrid Xcom 1+2,
is in early development state too ...

I ask if is better complete project one at once
and after move all on the next project.

"Divide at impera" when the active human resources are limited it is not a good strategy

The best solution to speed jobs could be to reclutate again veteran xcom modders on strategic informer and https://www.xcomufo.com/
and ask they to help the community on these family of project.

If we split our forces/efforts on different project could produce the risk to run out energy or slow down progression so that
peoples could loose interesting about projects.

it is only a my little opinion about that and i do not want offend no one.
Each one is free to spend his time as it sees fit
Thank to all for their efforts





« Last Edit: July 11, 2014, 07:50:42 am by davide »

Offline pmprog

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Re: X-com Apocalypse
« Reply #103 on: July 11, 2014, 09:36:30 am »
but in my opinion there is the true risk that community
cannot support an other project in this moment.

As Bomb Bloke said:
Quote from: 'Bomb Bloke'
Apocalypse, on the other hand, is an entirely different game, so one way or another it'll need a new starting base. And it doesn't really matter when that project starts, as odds are there are coders available now who aren't interested in working in the current OpenXcom project, and odds are there are coders working on that project who won't be interested in moving on to Apoc later.

« Last Edit: July 11, 2014, 11:05:47 am by pmprog »

Offline luke83

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Re: X-com Apocalypse
« Reply #104 on: July 11, 2014, 10:59:05 am »
As Bomb Bloke said:

I agree, i use to get sick of playing ufo and switch to Apoc for a different experience.