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KickStarter Phoenix Point - the new game from X-COM creator Julian Gollop

Galdred

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Steve gets a Kidney but I don't even get a tag.
I think cutscenes are important for game journos/game videos, but not for fans of XCOM, even the new one. There were quite many players that wanted the game not to be interrupted so often, hence the number of mods that do just that.
 

Grif

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I think cutscenes are important for game journos/game videos, but not for fans of XCOM, even the new one. There were quite many players that wanted the game not to be interrupted so often, hence the number of mods that do just that.
The voice overs in nuCOM2 were fucking atrocious. Who the fuck thought it was a good idea to have them pop EVERY SINGLE TIME in a mission?
 

luinthoron

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New blog update:

Haven Design and Map Generation
In the previous update, we focused heavily on the work the character team had been doing. We showed the work on the human classes, some of the enemy creatures, armor and weapons. In this update, we are shifting focus over to the environment team. This group has been busy working on the stylised look of each environment type and also on the mechanics of map creation and generation. As always, please remember that everything here is work in progress and is subject to change.

But firstly......

The Floating Base
During our Fig funding campaign, we had 3 stretch goals. The Drivable Vehicles goal was reached, but we sadly fell just short of our second goal, the Floating Phoenix Base at $850,000.

Don't fear, there's good news! We have decided to release the Floating Phoenix Base after the launch of the game as a DLC, and better than that, it will be absolutely FREE.

Floating+Base

The Floating Phoenix Base.

Vehicles
As a little bonus this month, and maybe as an early Christmas present, we're going to share with you something new. In the last update, we revealed the New Jericho vehicle. This time, we're delighted to show you The Phoenix Scarab ATV.

Development on the Scarab began in 2025 with the objective of providing secure all-terrain transport for crews heading to remote Phoenix bases scattered around the world. The fuel cell powered vehicle would be fully automated with a contained atmosphere capable of accommodating eight personnel for a week without exposure to the outside. Radiation proofing and graphene mesh armour promised amazing levels of protection. The first units were produced in 2027, as Phoenix Command struggled to secure the secrecy and integrity of remaining bases after seizures by state actors in 2023, and the failed organisation wide activation of 2025. Due to the world crisis leading up to World War Three, only a small number were actually produced. In 2032 Scarabs were released to AI control to defend themselves, and as of March 2047 the whereabouts of most of them are still unknown.



It still has some work left before it is complete, including some texture work. The render below is what we're heading towards.

Phoenix+Project+vehicle

The vision for the finished vehicle.

Designing the Factions - New Jericho
As part of the human faction design, each faction's buildings have a unique style. The environment team have been focusing on the New Jericho faction over the previous month, so that is mostly what we will be showing here.

As New Jericho are a militaristic faction, their buildings generally take on a very fortified "Brutalist" look, with steep, concrete walls and crenellations.

Firstly, the concept artists go through several variations of design until a style is settled upon and approved.

greyboxconcept.png

The next step of the concept process is the "greybox" the design, blocking out the basic shapes without texture or detail.

Once the buildings have been blocked out, colour, textures and detail are added to give a better impression of how the finished building should look.

buildingoverpaint.png

A greybox concept which has been overpainted. This is a New Jericho residential building.

The concepts then pass to the 3D modellers within the environment team to create the basic greybox of the buildings for use in the game engine.

3dgreybox.png

The elements of the 3D models are made with smaller, reusable building blocks. These allow new buildings to quickly be assembled, and also divide the buildings up for easier destruction.

A number of different build variations are made for each type, giving each map a more varied appearance, while still maintaining the style for the faction.

buildings1.png

A selection of different New Jericho residential buildings.

buildings2.png

Here are a few different New Jericho factory buildings.

Building the Maps
While some of the maps within Phoenix Point will be hand-crafted, most will be procedurally generated. What this means, in the simplest terms, is an algorithm takes a selection of premade assets and assembles them based on a set of rules. This gives a different result every time, but helps to ensure that objects and buildings still work correctly. For example; buildings should always be placed so that external doors face a path or road (and of course, to make sure they do actually have external doors!). Buildings with two or more floors should always have at least one staircase, or some other means to access the higher floors.

First, we design a number of map layouts. These allow us to set the size of the map, the road and path layout, and the positions for any cover or buildings. The algorithm then places a random variation of the correct building type and of the correct size on each of the pre-allocated building spaces. Buildings can be made up of smaller, modular buildings for even more variation.

L+shape

A residential map with an L shaped road.

Plus+shape

Another residential area, this time with a different layout.

Below is a short video showing how the different building components can be swapped out to produce different maps. As is the case here, building sections can even be placed within or on top of other buildings.



To add even more variety, Tzani wrote a script to randomize prop placement. The designers can choose where the props should be placed, and how much space they take, while Tzani's script will automatically place varying props in the chosen spaces.



Not only does Tzani's script scramble the placement of props, but even the items found on shelving are randomly placed!

All of these elements are coming together to make some great looking environments. Even in this early stage of their development, with only a minimal amount of polish. Just add lighting, a little fog and a few particle effects....



While much of the recent development focus has been on New Jericho (for reasons which will become apparent early next year), progress is also being made on the other factions. Concept designs are being modelled and textured as we speak. As a little sneak peek, here's a look at a concept for the Disciples of Anu residential buildings.

Anu+concepts.png

Disciples of Anu residential building concepts.

The Team
The Snapshot Games team is continuing to expand this month with two new fulltime developers. Please give them a warm welcome.

Denis.JPG


Denis

Programmer

Our first addition to the programming team is Denis. Denis has previously worked programming games for the mobile industry. During his time at NoSixFive he worked on Pop'Em All, Cosmo Run, Project Fox and Jump Drive. He's also made his very own mobile game, Furry, in his free time.

Denis is a big fan of RPG games, but his favourite game of all time is Prince of Persia Warrior Within - not a surprise for a self-confessed "time-travel geek".

Anton


Anton

Programmer

Also joining the programming team this month is Anton. Anton previously worked for Gameloft and worked on titles such as Order and Chaos Duels, March of Empires and Fantasy Town.

His favourite game is Fallout. It has been 15 years, and Anton still hasn't been able to find another game that can dethrone it from the top of his list.

The Holiday Season
That's it for this update. The December update will likely come a little early (and be a little shorter) as things wind down over the holiday period. We'll have lots of new and exciting things to show you in the new year, and we can't wait to bring Phoenix Point to our backers and pre-order customers.
 

luinthoron

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Calling it now: this game will be a slightly more complex nu-Xcom clone.
I really don't think one can call it that. Even if you completely ignore the strategic side's very different geoscape with its 4X elements and lack of the "pick one of these three missions" silliness, the similarities in the tactical play are pretty much limited to the visuals, which are simply an evolution of the original X-COM's isometric view in either case. The actual ballistics, inventory, and lack of a pod system make it a very different game.
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
Our first addition to the programming team is Denis. Denis has previously worked programming games for the mobile industry. During his time at NoSixFive he worked on Pop'Em All, Cosmo Run, Project Fox and Jump Drive. He's also made his very own mobile game, Furry, in his free time.
:popamole:
 

Cross

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Calling it now: this game will be a slightly more complex nu-Xcom clone.
I expect it to be significantly better than nu-Xcom, but many design choices, such as the lack of time units, are rather blatant concessions to appeal to the nu-Xcom audience. Gollop & co. are walking a fine line between making the game they want to make and achieving some degree of commercial and criticial success.
 
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Grotesque

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What's the word on player bases?

Will we be able to build different annexes on some kind of grid that will be visually represented in the game? Will these annexes have upkeep costs in man power and resources?
If attacked at the base location, will the battle map reflect the layout you chose for these annexes?

Will we have engineering annexes where we'll manufacture items which we can then sell to acquire more funds?

EDIT:


My dream xcom like game would be one where the base will be represented (and built) like in Theme Hospital where you can see every scientist, engineer and soldier doing their everyday thing (being either eating, working out, spending time in hospital, taking a shit or relaxing). Also would be cool to see soldiers embarking in the ship for the mission and the maintance staff prepping the ship for flight :)
 
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thesheeep

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My dream xcom like game would be one where the base will be represented (and built) like in Theme Hospital where you can see every scientist, engineer and soldier doing their everyday thing (being either eating, working out, spending time in hospital, aking a shit or relaxing). Also would be cool to see soldiers embarking in the ship for the mission and the maintance staff prepping the ship for flight :)
While we're on the topic of utter waste of resources, it would also be great if you could then take control of one of the workers and walk around in the base in a first person perspective.
Also, whips to make people work faster.
 

Grotesque

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then take control of one of the workers and walk around in the base in a first person perspective.

Only this will qualify as "utter waste of resources"


Also,
qvo61.jpg


immersion.

So... XCOM 2's ant farm?

No. :) Theme Hospital bird's eye view where the base layout would have different levels dug underground if the player wants (or is forced by geography) to expand vertically.
The player input will involve only choosing the location of different rooms. The well being of employees will be calculated automatically in regard to fulfilling the upkeep costs and the presence of required resources.
 
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ArchAngel

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Wait, why you people want to make xcom alike game into Sims simulator?
Same reason they complain they need to build army and control army in addition to making buildings in RTS games. They are skilless plebs with 2 left hands and barely working brain.
 

Grotesque

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DarkUnderlord

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"First, we design a number of map layouts. These allow us to set the size of the map, the road and path layout, and the positions for any cover or buildings. The algorithm then places a random variation of the correct building type and of the correct size on each of the pre-allocated building spaces. Buildings can be made up of smaller, modular buildings for even more variation."

Nope. Randomly changing a barrel into a wooden crate that takes up the same size and shape and acts as the same type of blocking terrain as anything else that could go there is NOT "procedural map generation". X-Coms beauty was that every mission was a little bit random. Every alien base was some kind of fucked up mess to navigate. You never knew what you were walking into where.

Unless they're designing a million "map layouts" I suspect this is going to suck.
 

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