XCOMRL

ARRP 2013

by Kyzrati on 20130922 , under

This weekend is the Annual Roguelike Release Party, but unless there are a lot of late comers and devs who didn't pre-announce releases, it's certainly a lot less lively than in recent years.

I usually like to release something myself, but ARRP is sort of a non-event for X@COM itself this year, so here's a little progress update instead.

As mentioned in the previous post I've been working on Cogmind, but at the same time it's been leading to improvements in both the engine and X@COM's source. Most are internal improvements you'll never see, but there is one significant change in the latest development build that optimizes the X@COM GUI to give another 7% boost in FPS. \Awesome/

We also have a nice X-COM mod in the works featuring greatly expanded psionics and selection of tech level, squad, equipment, and alien opponent. Would've been nice to release that for ARRP, but it's a rather big project (though well on its way to completion). If interested in playtesting and offering advice on content etc., feel free to grab a development copy and join the discussion on the forum.

R9.5 will be released with the mod when it's completed.

Cogmind

While I don't have anything to release this weekend, seeing as how ARRP is all about not developing in silence, in that spirit I hereby officially "announce" Cogmind. You can get information through the dev blog, and/or Facebook and Twitter.
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