I agree that would be a good thing to have.Can you queue unit orders in xenonauts2, like when a soldier is moving can you select another soldier and move him at the same time before the animation completes?
Can the camera not follow the moving unit when another unit is selected but rather keep the focus on currently selected unit?
Silent Storm, S3, and Hammer Sickle, has destructible terrain.
The bare ground level is not. But if you are on second floor, you totally can destroy the place you are standing on and fall to the ground.
Saturday 1st April
2pm: Xenonauts-2. Chris England from Goldhawk Interactive joins Eurogamer's Chris "Strategy King" Bratt to chat about the latest Xenonauts-2 developments.
Graphics whore detected.That blocky terrain reminds me of some HD mods for old games. Hope those aren't final models.
Those screens look perfectly fine. Better focus on other things than making edges more round
Even with those few people wanting blocky rocks, the most will notice it and it will bother them after so many hours spent playing it. Try to find something in the middle, atm they look terrible and really stick out.Thanks for the comments and to Alienman specifically for his feedback.
The cliffs are blocky mostly because you don't want them intruding too far onto the tiles otherwise units start clipping through them when they perform certain animations. Being cautious on this front isn't necessarily a bad thing though - once you start to break up the battlefield and make it look more natural (more irregular cliffs, more ground plants, etc) then it actually gets quite hard for a player to see at a glance where a tile (and by extension a possible move location) is with a single glance, which makes gameplay more frustrating than it should be. We had some negative feedback on that point for our very first public build.
We'll test the crouching fire animations in the game and see how they look, and we're also planning to give the ragdolls another pass at some point to see if we can get them looking good. The original ones looked pretty silly but hadn't had an artist look at them.
Thanks for the comments and to Alienman specifically for his feedback.
The cliffs are blocky mostly because you don't want them intruding too far onto the tiles otherwise units start clipping through them when they perform certain animations. Being cautious on this front isn't necessarily a bad thing though - once you start to break up the battlefield and make it look more natural (more irregular cliffs, more ground plants, etc) then it actually gets quite hard for a player to see at a glance where a tile (and by extension a possible move location) is with a single glance, which makes gameplay more frustrating than it should be. We had some negative feedback on that point for our very first public build.
We'll test the crouching fire animations in the game and see how they look, and we're also planning to give the ragdolls another pass at some point to see if we can get them looking good. The original ones looked pretty silly but hadn't had an artist look at them.