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> UFO: Alien Invasion - Technical Demo
Pete
post 17th February 2004, 9:44pm
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Following up on my previous post about this exciting new project, I've just completed the tech demo and I must say it's quite impressive! Well done to the team!

The music and graphics are great, and the style of play is... somewhat familiar smile.gif If you haven't checked it out already, then I recommend that you do - it's worth the larger file size if you download the version with music included.

A Linux version of the demo is also now available for all you Linux fans!

Head on over to http://ufo.myexp.de and give praise/help/support/comments where appropriate.


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PHOENIX
post 20th February 2004, 4:31pm
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I just played that game about an hour ago (without sound of course sad.gif Blasted school computers), and I found that it was really well done. Although there were a few things that I found that were a little odd... But that's prolly just me! I can't wait until it's actually released!

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Strong Bob
post 20th February 2004, 7:55pm
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I too have noticed a few things odd... But maybe I'm just TOO used to X-COM. grin.gif

Very good job on terms of graphics, AI, and interface. But the lack of reaction fire and the ability to turn a soldier's direction while standing in place still leaves a bit to be desired, in my opinion. wink.gif


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SparX
post 21st February 2004, 10:52am
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- Reaction fire will be implented soon.
- You CAN turn your guys to look in another direction. Click with the middle mouse button in the direction you would like to look (requires 1 time unit).

A Linux version is online now too btw.
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Pete
post 21st February 2004, 11:04am
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Just a small note - not everyone has a iddle mouse button wink.gif

Also, with the camera - currently you can turn it around and change elevation, but changing elevation angel would be neat too so you could like move the camera to a point behind your unit's shoulder and see their line of sight or something. It's not always easy to tell if you're going to hit the enemy or a building grin.gif

I think you're well on the way to a great little game here. Any joy with the PC magazines yet?


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thecyke
post 21st February 2004, 1:39pm
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this thing rules, bear in mind its a technical demo to show how things are progressing and not a demo as such (ie near completed)


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SparX
post 21st February 2004, 2:42pm
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We could change the elevation, but this requires a lot of hardware power. A big part of the map would be visible then. -> high polycount

why do poeple have a mouse without a middle mouse button... :hmmm:
We will define a key for turning then.
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Pete
post 21st February 2004, 3:31pm
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QUOTE
why do poeple have a mouse without a middle mouse button... 
We will define a key for turning then.
Hehe, I'm not sure. I have a mouse with five buttons so I don;t mind. Just thinking of those fols who won't be able to change the zoom smile.gif

Fair comment on the polycount. Perhaps something you could add in if you get the time at the end? Something that could be turned on or off in the options menu?

Just a thought wink.gif

And indeed folks, thecyke makes a good point above which maybe I haven't spelled out in the two recent news posts.


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Mouse Nightshirt
post 23rd February 2004, 5:36pm
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QUOTE(SparX @ Feb 21 2004, 02:42 PM)
We could change the elevation, but this requires a lot of hardware power. A big part of the map would be visible then. -> high polycount

Not necessarily surely - if you're in a room, you can't see through the wall?


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Pete
post 23rd February 2004, 6:04pm
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Well... I imagine there are bound to be missions where there are wide open spaces, but again I'd go with the idea of having the option to turn the feature off or on depending on how good your system is to suit both scenarios.

Purely a suggestion naturally.


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SparX
post 25th February 2004, 5:24pm
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FPS games have complicated algorithms, so non-visible objects are not rendered if they are behind a wall or something. In most cases this would not work in our game. :hmmm:
However, the way it's done in other strategy games like Warcraft3 is some kind of "Fog of War". Map objects and actors disappear, when they are far away.

Maybe something like that would make sense.
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JellyfishGreen
post 26th February 2004, 12:00pm
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Yeah, a cutoff on the draw distance, even if it gives noticeable clipping, combined with "fog" perhaps to obscure this effect, is the easy way to keep the processor loading down to what you want

(mind gallops off on tangent) An FPS would then allow you to see a few distant polygons through a "sniper scope" mode


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Darkshadow
post 19th March 2004, 5:14pm
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B) Good Demo .... shame that u can only get 8 men in the craft not like enemy unknown.....

also what happened to the globe???

power.gif

Good start to the remaking of the game about time to as the game is one of the best i ever played... on any format...

but need a scroling between men button like of first game hope it gets blood to and destoyable stuff to thats what i hope
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Maugan Ra
post 6th April 2004, 5:02pm
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Great game...
can't wait till it's completed...


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Goldbrand
post 15th April 2004, 12:33am
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The best internet game is at http://www.outwar.com/page.php?x=2120470
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Zager
post 15th April 2004, 1:52am
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We don't cotton to that sort of behaviour around here.
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SparX
post 16th May 2004, 1:17pm
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We now can randomly auto-generate maps! smile.gif
This gives us a nearly infinite number of maps. Like in the good old times of X-COM. wink.gif
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Slaughter
post 17th May 2004, 9:35am
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Cool! How far have you come? ETA on the finished thing?


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SparX
post 18th May 2004, 5:19pm
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ETA?
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Slaughter
post 18th May 2004, 6:25pm
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Estimated Time of Arrival I believe it means smile.gif. When do you believe you'll finish the game in other words?


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