Paramilitary Intelligence
by Kyzrati on 20130629 , under Progress, Screenshots
As part of the beginning of the UI update, the latest additions have been about getting more info on the battlescape map.
Holding different number keys will identify visible objects by name. Here you can see labels popping up for enemies, then soldiers (much more fun with sound):
Enemies are also identified this way when first spotted, as are all of those in line of sight at the beginning of each turn.
Also use labels to quickly check what items your soldiers are currently holding, and those that are lying on the ground (for stacks of items, it will cycle through them as you hold down the key):
Any number of types of labels can be displayed simultaneously, depending on how many keys you want to hold down.
Explosives will be (somewhat) safer to use, now that you can see their area of effect without resorting to square counting. It works for both firing explosive projectiles and throwing primed explosives, and uses brighter colors for higher damage--the blaster launcher calculation looks like... a super nova :) Here's a small rocket:
There's also a new (proper) grenade priming interface that replaces the old (okay, ancient) placeholder input method.
Since there's rarely reason to prime a timer to anything but 0, that will be the default behavior (skipping the window entirely) unless you press an extra key to manually open the priming interface.
Props and items can now be animated, though I don't plan to go crazy with the feature myself, as it could get distracting. UFO power sources do have a gradual glowing effect now, and explosive devices primed by your soldiers and thrown or left lying in the open will glow, too.
Holding different number keys will identify visible objects by name. Here you can see labels popping up for enemies, then soldiers (much more fun with sound):
Your soldier names can also be color-coded by their remaining health. |
Also use labels to quickly check what items your soldiers are currently holding, and those that are lying on the ground (for stacks of items, it will cycle through them as you hold down the key):
Your soldiers' armament is also color-coded by percentage ammo remaining, where applicable. |
Any number of types of labels can be displayed simultaneously, depending on how many keys you want to hold down.
Explosives will be (somewhat) safer to use, now that you can see their area of effect without resorting to square counting. It works for both firing explosive projectiles and throwing primed explosives, and uses brighter colors for higher damage--the blaster launcher calculation looks like... a super nova :) Here's a small rocket:
The animation will properly predict explosion dampening by various obstructions based on their material. |
There's also a new (proper) grenade priming interface that replaces the old (okay, ancient) placeholder input method.
Since there's rarely reason to prime a timer to anything but 0, that will be the default behavior (skipping the window entirely) unless you press an extra key to manually open the priming interface.
Props and items can now be animated, though I don't plan to go crazy with the feature myself, as it could get distracting. UFO power sources do have a gradual glowing effect now, and explosive devices primed by your soldiers and thrown or left lying in the open will glow, too.
Two Years of X@COM
by Kyzrati on 20130608 , under
Two years of development squeezed into "one" image. Imagine that. Okay, no imagination necessary--it's right there. |
It might change at some point soon (if/when I move), so here's a shot of the X@COM dev station as it's remained since the game's inception:
For the curious. |
The IDE scrollbars are especially useful, since they show the code formatting/indentation and other important information for reference. Here are some examples, because they just look neat by themselves:
X@COM source! Sort of. |
Do it for the Earth!
by Kyzrati on 20130601 , under
The project will be going on two years soon. Wow.
Interestingly enough this is the result of a... slight deviation from the original plan. I started with the intention of making a simple, quick X-COM project--after all, the game mechanics are widely documented, and I could've made a complete clone in a year if I stuck to that plan.
But after only the first few months of development it became apparent that this could be much more epic, and therefore much more meaningful (on its own, an exact remake in ASCII has gimmicky appeal at best). So it's taken a while to get to this stage as I created a flexible engine and tested it with a long series of increasingly feature-rich demo missions. While there's still a long way to go, we now have a strong foundation to build on and the potential is evident.
And there's been a lot of fun along the way--the semi-regular blog posts have been well-received, and at least some of you have already gotten many hours of enjoyment out of the alpha demos. I know many more are waiting on the sidelines for the geoscape and sacred 1.0 release. We'll get there.
In the meantime, I'm finally opening the project to donations. Check out the new "Donate" page for more details. Tell your neighbors! Tell your parents! Tell your rich uncle! On second thought, tell people who might give a damn ;p (Later that day...: Okay, I changed my mind for now. No donations. They were available for about a nine-hour window but fortunately (?) no one took advantage of that, so this change affects approximately 0 people. After thinking it over some more, I don't think donations will be significant enough to enable me to continue putting lots of time into development (big assumption but I don't want to take the chance), and a lack of progress would rub people the wrong way. So from here on out things might slow down a bit while I work on something that will actually be at least a little profitable for a change. But hey, though short-lived at least donations were a good reason to finally put up the associated post containing my first geoscape mockups--now back to that post...)
And because I do try to have something visual for you with every post, here's a little peek at what I've been researching lately. (Plus it was a good tie in for a post title :) Keep in mind these are MOCKUPs (and rough ones at that) thrown together with a combination of REXPaint and Photoshop. The geoscape still doesn't even exist in the source code aside from that global pointer I wrote in when I first started the project. (FYI: It is currently NULL ;) The geoscape will most likely end up looking very different from these, but hey, they were fun to make!
The geoscape isn't a near-term development goal, mind you, but it's definitely something I've been researching a lot lately because getting it right will take some time--there are a lot of issues to consider, mostly surrounding how to best store and display Earth data (everything else is trivial by comparison).
I'll start an in-depth discussion of the geoscape once the forums are up and running.
In case you haven't seen it yet, there is an ongoing discussion regarding a new name for X@COM. See the previous post, and the Bay 12 thread starting here.
Interestingly enough this is the result of a... slight deviation from the original plan. I started with the intention of making a simple, quick X-COM project--after all, the game mechanics are widely documented, and I could've made a complete clone in a year if I stuck to that plan.
But after only the first few months of development it became apparent that this could be much more epic, and therefore much more meaningful (on its own, an exact remake in ASCII has gimmicky appeal at best). So it's taken a while to get to this stage as I created a flexible engine and tested it with a long series of increasingly feature-rich demo missions. While there's still a long way to go, we now have a strong foundation to build on and the potential is evident.
And there's been a lot of fun along the way--the semi-regular blog posts have been well-received, and at least some of you have already gotten many hours of enjoyment out of the alpha demos. I know many more are waiting on the sidelines for the geoscape and sacred 1.0 release. We'll get there.
And because I do try to have something visual for you with every post, here's a little peek at what I've been researching lately. (Plus it was a good tie in for a post title :) Keep in mind these are MOCKUPs (and rough ones at that) thrown together with a combination of REXPaint and Photoshop. The geoscape still doesn't even exist in the source code aside from that global pointer I wrote in when I first started the project. (FYI: It is currently NULL ;) The geoscape will most likely end up looking very different from these, but hey, they were fun to make!
There's the obligatory terminal green map. While simple, it's nice that all the important dynamic stuff is easy to spot. |
This one just looks neat. And besides, land is where most of the important stuff is anyway (this not being TFTD), so having it clear is helpful, too. Unless of course you want terrain details... |
The geoscape isn't a near-term development goal, mind you, but it's definitely something I've been researching a lot lately because getting it right will take some time--there are a lot of issues to consider, mostly surrounding how to best store and display Earth data (everything else is trivial by comparison).
I'll start an in-depth discussion of the geoscape once the forums are up and running.
In case you haven't seen it yet, there is an ongoing discussion regarding a new name for X@COM. See the previous post, and the Bay 12 thread starting here.
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