Xenonauts-2 August Update
We're back once again with a monthly update. A lot of under-the-hood stuff for you this time but also a few cool things to show you as well, so let's get started with one of those...
2D Art
Take a look at this swanky new 2D art for the Phantom Interceptor...
We've also made some progress on the end-game exosuit armour artwork and the Fighter UFO design - hopefully we'll be able to show those off to you soon.
Dynamic Map System
We have now moved to a system which generates maps dynamically when missions are loaded, rather than from a pre-baked file. This was something we thought might not be technically possible at the start of the project but thankfully we've managed to overcome the issues.
This means, for example, that a map does not require a separate variant to be created for every different UFO type it supports - it can just load in the required UFO depending on the mission.
You can read more about the ins and outs of this system over on the forums if you're interested but the short version is that we're now able to facilitate the following (among many other things):
- Xenonaut base defence mission maps will be able to mirror the layout of the base being attacked, as they did in X1
- Much greater support for map randomisation
- Saves players a load of hard drive space and makes our updates much smaller downloads!
New Ground Combat Maps / Art Style
Over the last couple of months, a lot of work has gone into creating new maps and improving the consistency of the ground combat visuals. We’ve spent a lot of time on the Desert and Polar biomes, and have also started work on the Farm.
We’re still experimenting with the finer points of the art style, but the main improvement has been to retexture our new assets in a consistent style that draws out additional detail. You can see a before / after shot of one of our retextured vehicles below (before is at the top, after is at the bottom):
We’ll be showing off larger sections of the maps in future updates once we’ve nailed down the overall art style, but the work is coming along nicely so far!
Biome / Map Randomisation and Raids
All of this ground combat work has enabled us to create a new set of Desert, Polar and Farm maps for the small UFO's - these maps use a mix of randomised and preset areas, which provides a great balance of "authorship" (ensuring the map is consistently fun to play) with a healthy dose of variety.
In addition to these, we've added a few Raid maps for the Desert, Farm and Polar biomes. Raids exist in the game already, but eventually they will occur more frequently and support all the major biomes instead of being limited to the Dockyard biome as they are at present.
These maps will feature capturable alien bombs, so the player will be able to seize some Alenium for successful completion - this should make them much more strategically rewarding and less of a chore than the Terror Sites in Xenonauts 1 and classic X-Com could be.
This dovetails nicely with our other work to minimise map repetition. In Xenonauts 1, the location of your starting base had a significant bearing on the type of map you would see on a regular basis: if you started in a Desert region, for example, you'd be cycling through the small UFO desert maps in rapid succession rather than seeing any of the other maps and biomes that the game had to offer.
Our new system attacks the problem in multiple ways. Firstly, it tries to randomise the map biome if at all possible, as each area of the Geoscape can support up to two biomes.
Once the biome is set, the game will then check a list of the last 100 maps you've played across all your different campaigns. It'll then try to select one you've not already seen from a pool of relevant maps. Raids will contribute even greater variation to this system, as they'll allow the game to place missions in biomes you may not encounter much otherwise.
Quick Notes
Here's a brief summary of some of the other development work that's been taking place...
New UFO Style
The new UFO art style that we've been showing off recently has finally made it into the ground combat (these are still untextured models at present as the internal floorplans are still being tested). We've also managed to replicate the "hull hiding" system from X1 that makes it easier to fight inside UFOs, with additional support for the 3D rotatable camera. We’re planning 8 crashable UFO's in the full game total, and we'll show those off as they are finalised.
Fog of War / Shroud
We've been working on cleaning up the visuals for this - there were some annoying edge cases where bits of terrain would clutter up the edge of the player's non-visible area and some significant work has gone into resolving this.
Final Thoughts
In the short-term, we'll be working on further level design to get all the new content in there. At the moment, it currently takes around one week per biome so we should hopefully be in a good place to start planning another beta build in around a fortnight.