UFO: Cydonia's Fall


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#21 Azrael Strife

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Posted 09 September 2007 - 08:02 PM

Strange thing, to have the SVN link be public while the development is closed to the team members only...
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#22 FreeLanZer

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Posted 09 September 2007 - 10:28 PM

View PostAzrael Strife, on 9th September 2007, 10:02pm, said:

Strange thing, to have the SVN link be public while the development is closed to the team members only...
First, I would like thank you guys at StrategyCore from all of NightbirdGames for the news article, and we are indeed looking forward to the interview.
The reason there is a "public" link to it is because it is easier to find again if you forgot the exact link for the svn.
Also we have just bought http://www.nightbirdgames.com/ so keep an eye out for a new site for both Nightbird Games and UFOCF.. UFOCF will be at http://www.nightbirdgames.com/ufocf/
As I read these comments I notice alot of you guys have opinions on what features should be recreated in UFOCF. We would really like if some of you wrote the suggestions in the suggestions section of the UFOCF forums.
I hope this doesn't spoil the interview but I would like to make a very short answer to the question about why we keep the original X-Com theme, it's simple, it's because it part of the whole X-Com spirit and soul. And there are indeed alot of other remakes of X-Com but none of them touches the original theme like we want to do. Did that sound wrong? :blush:
Anyway I am personally making the new sites so it'll be done very soon.. cheers.
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#23 Ki-tat Chung

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Posted 11 September 2007 - 03:04 AM

Man, this looks exciting! Can't wait :blush: Nice music on the website, BTW. Liking the redone X-Com music very much :wub:
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#24 Space Voyager

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Posted 11 September 2007 - 06:25 AM

Hugely looking forward to the interview!

#25 mattn

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Posted 12 September 2007 - 10:07 AM

problems with copyright still remain, remember projects like stratagus. they had to remove the support for warcraft 2 and change the name. but it all depends on the copyright holder, even scummvm once got into touch with lucas arts about those issues. and abandoned ware is mostly not copyright free. in most cases the copyright holder just doesn't care - but they are still somewhat "illegal".

let's hope the best, because it looks very cool - but i would really like to know under which license they release their work. i can't find anything about it on their page
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#26 Ki-tat Chung

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Posted 17 September 2007 - 08:53 AM

Hmm...listening to all that UFO:CF music has me horny for X-Com =p
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#27 Space Voyager

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Posted 17 September 2007 - 11:56 AM

He he he, fulfill your basic urges... :D

#28 Azrael Strife

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Posted 17 September 2007 - 04:08 PM

But NOT here :D

Anyway, more questions, not sure if these are answered somewhere, just questions that come to me...

1. What language are you programming CF in?
2. Are you using a graphics engine of your own, free, or commercial? If one of the latter, which and why did you choose it?
3. What kind of physics can we expect in the battlescape?
4. How close do you intend to stick to the original X-Com? Are you going to add new features, just improve over the old ones, or plain stick to the old ones with as little modification as possible?
5. What licence are you planning to release the game under? (Kratos asked this, IIRC)
6. Given the massive similarity of your concepts with X-Com, are you not afraid of legal action by Take2 against you?
7. Is the battlescape planned to be isometrical or 3d? (this is in the about section, but still nice to have in the interview for people that may not know)
8. I've noticed behind the 3d models in the ufopaedia entries you have the original x-com ufopaedia images, are you planning on keeping these? (I think it's a great touch)
9. Are you planning on releasing demos to show your progress as you advance?
9.a If so, when do you expect to have the first one? (rough estimate is good enough)
10. Your last news post is from May, what's the current status of the project?
11. What features are implemented already, if any?
12. Nightbird games, is it a "real" (read: legally formed) development company?
13. Where are you and the rest of your team from? Do you know each other personally or is it a team assembled via Internet?

that's all for now...
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#29 Ki-tat Chung

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Posted 18 September 2007 - 05:21 PM

I wonder how the FPS will turn out? Is it gonna be like X-Com Alliance?
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#30 Azrael Strife

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Posted 18 September 2007 - 06:38 PM

Then make it a question for the interview!

I am not sure it's going to be turned into a FPS, but rather simply a first person view for soldiers optional like the one that can be found in UFO: Afterlight.
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#31 Pete

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Posted 20 September 2007 - 07:46 AM

Sorry to keep folks waiting - I've been sidetracked by getting a new job, but will get back on this over the weekend. Keep your questions coming! :D
I want to see the inside of the UFO in my avatar.

#32 Ki-tat Chung

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Posted 11 October 2007 - 10:21 PM

How's the interview goin?
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#33 Zombie

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Posted 12 October 2007 - 04:38 AM

Well, Pete's busy with his new job and hasn't been online in a while. He should be around shortly, but I'll drop him a note to see when he can work on this. In the meantime, do you guys have any more questions? The more the merrier. :D

- Zombie

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#34 Alpha_Monkey

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Posted 12 October 2007 - 03:55 PM

Hmm.

Well since you're offering, how about asking about any potential promotional teasers we may see.
Demos, video clips, concept art in particular (I like pretty pictures, k?)....

#35 Danial

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Posted 24 November 2007 - 08:13 AM

I think it's looking great! However, I don't like the Muton or Silacoid models. The Silacoid looks like a cookie!! :D

#36 Dumb_Commander

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Posted 21 February 2008 - 09:42 PM

Oh - my - god... *squeals like a fanboy* how the hell did I miss this.

#37 Pete

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Posted 21 February 2008 - 10:06 PM

If you missed this, you may want to check out this: http://www.strategycore.co.uk/pg/ufocf

Extensive interview and other goodness.
I want to see the inside of the UFO in my avatar.




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