February 17, 200422 yr 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 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 https://ufo.myexp.de and give praise/help/support/comments where appropriate.
February 20, 200422 yr I just played that game about an hour ago (without sound of course 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! -PHOENIX
February 20, 200422 yr I too have noticed a few things odd... But maybe I'm just TOO used to X-COM. 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.
February 21, 200422 yr - 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.
February 21, 200422 yr Author Just a small note - not everyone has a iddle mouse button 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 I think you're well on the way to a great little game here. Any joy with the PC magazines yet?
February 21, 200422 yr 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)
February 21, 200422 yr 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.
February 21, 200422 yr Author 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 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 And indeed folks, thecyke makes a good point above which maybe I haven't spelled out in the two recent news posts.
February 23, 200422 yr We could change the elevation, but this requires a lot of hardware power. A big part of the map would be visible then. -> high polycountNot necessarily surely - if you're in a room, you can't see through the wall?
February 23, 200422 yr Author 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.
February 25, 200422 yr 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.
February 26, 200422 yr 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
March 19, 200422 yr B) Good Demo .... shame that u can only get 8 men in the craft not like enemy unknown..... also what happened to the globe??? 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
May 16, 200422 yr We now can randomly auto-generate maps! This gives us a nearly infinite number of maps. Like in the good old times of X-COM.
May 18, 200422 yr Estimated Time of Arrival I believe it means . When do you believe you'll finish the game in other words?
May 18, 200422 yr Ah, I see! Honestly, we don't know yet ourselfes. We are making good progress, but there are still tons of things to do.
May 21, 200422 yr Yes, we plan to do a 2nd technical demo, showing random map assembly, the new geoscape design, grenades and maybe some base building features.
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