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2AP: a (Nu)XCOM-like

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,526
Location
Russia
https://2ap.netlify.com/

8vWX8Vh.png

Yep, it's another stupid js game. But not it's XCOM.

All core XCOM stuff - low/high cover, leaning of cover mechanics, 2 action points. No overwatch and more complex abilities, though. Three unit classes so far (sniper, gunner, assault). Instead of medic, you have health pickups for now.

Most importantly, there is full functional AI, so you can play against it or even pit two AIs against each other. It seeks to get in squares with the best cover balance (i.e. it's cover vs you against your cover against it), and some other things, such as Assault trying t be close to you and Sniper away. Overall seems to be about as smart as XCOM AI.

Only one level yet, but you can make your own by editing it's text representation.
Bq9NzrA.png


I have made it on a whim in two days remained of js13k, dunno what to do next with it. Does humanity need an open source browser-played XCOM? And if yes, what exactly do they want from it that they can't get from actual XCOMs?
 

The Red Knight

Erudite
Joined
Apr 18, 2017
Messages
485
Here's a few more maps (screenshots + pastebin links):
https://imgur.com/a/Yk6krEI
Probably unbalanced.
__________
Bug: If you Edit -> Apply during the enemy turn, the End Turn button is gone and needs a page reload.


In case you develop it some more:
Editor suggestions:
~ use the first line in the editor to define map size (e.g. 5x15, 80x80),
~ some background highlight for that many spots/characters so it's easier to see map bounds in case you delete all text,
~ a switch between insert text and replace text so it's easier to change things in the middle of the map without tiles to the right getting displaced,
~ a "New Map" button that would only draw outer # walls and spaces inside.

Gameplay suggestions:
~ a blueish water tile that offers no cover but is impassable (you could then add a commando/diver class that can swim),
~ a prisoner unit that is neutral (doesn't move and is ignored by the enemy) until you move to adjacent tile; then it either turns into some class (or could just have some weak pistol attack that can be used once it stops being neutral) or has to be escorted to some evacuation zone tile. Could be "p" and "P" (either to define which player has to rescue it, or to mark the neutral/imprisoned version as p and the rescued one as P for some prison escape map where you control prisoners from the start),
~ a door tile that anyone can go through and a door tile that only you can open (both blocking LoS and gone once passed through; preferably also opening adjacent door tiles so 2-3 tile wide gates can be made) - the latter to make boss fight rooms with multiple enemies that would otherwise join the initial fight and overwhelm you,
~ campaign (like, creating multiple maps in the editor under each other with some number prefix before each so the game knows which one to use, and some exit tile as an alternative to kill all condition if it's present on the map). Consecutive maps could use some entry tiles where surviving units from the previous map would start, for some extra continuity (e.g. if you let your snipers die, the next map with open areas will be much harder).
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,526
Location
Russia
maps, suggestions

Woah, that's so cool, I'm definitely putting that all to use.

Yes, I'm going to develop that, and probably more than just "some":) You ideas are good candidates for first steps. Eventually, I want to have several radically different factions fighting (or cooperating) with each other on strategic layer, with player being able to play as any of them.

Not sure about graphics. It's related to if I want to have 3d gameplay. It raises complexity significantly, not sure if tactical advantage gained makes up for that.

As for editor, I'll probably have to make something more akin to real editor, especially if I'm going to have between-squares walls, like nuCOM and oldCOM have...
"New Map" button can be a good temporary option, though. Map size is inferred from maximum filled column and row, and I have no map scrollling yet, so only what fits in 50x30 work.Also, it's better to use some extern editor for maps.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,526
Location
Russia
Like it. My "backyard" is crap, to be honest, very small variance of ways to attack it.

Btw, on some your maps health pickups are in unaccessible places. Was that intentional?

On another issue, some choices I'm considering.

Graphics: keep the schematics look like now, make it 2d pixelarty, or 3d voxel? I once have made a demo with voxel level, I can make levels of this https://www.youtube.com/watch?v=E1Dd-Y6rJOg quality, and I think it would look cute top-down. Though, it's a bit heavy for a browser.

Also I'm thinking about obstacle removing. Instant removing it with grenade and such like XCOM does it feels a bit OP especially when enemy does it. I was thinking about either delaying obstacle removing until end of turn, or generating a small smoke cloud that would give low cover for a turn for each destroyed obstacle.
 
Last edited:

The Red Knight

Erudite
Joined
Apr 18, 2017
Messages
485
Btw, on some your maps health pickups are in unaccessible places. Was that intentional?
Yes; partially for aesthetics (if it's a tiny walled-off area with a "g" next to it, you can interpret it as some sort of mess hall/bar with a medkit or some healing alcohol behind the counter), partially I was hoping on AI locked with the medkit sometimes picking it up accidentally while moving to that tile to aim/hide.
If a map is too hard, some Assault opponents could be removed from the rooms where there's multiple of them rushing you, or some medkits added on routes that have less/none of them. Drug Raid relies on AI not moving more distant enemies so you can fight small groups of them one at a time.

I'm not sure about graphics. Personally I like the simplistic look but it's probably not going to attract many players (then again it's not overused like pixelart which would be harder to make stand out).

Smoke after destroying obstacles sounds fine. You could also limit explosives to single use per map for each unit, and/or limit it to some classes only.
 

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