kingcomrade
Kingcomrade
popamole next gen shit
enjoy your dumbed down x-com, watered down like piss beer
enjoy your dumbed down x-com, watered down like piss beer
We are in the process of uploading our new one!
I hope by 'cover system' they don't mean 'TBS popamole'. But everything else looks spot on, so I'm guessing its going to be a decent implementation.
So apparently they're taking preorders now, based on nothing more than a couple of Photoshop mockups and this progress report?xenonauts.com said:I'll admit that there was a certain amount of smoke and mirrors when we announced the project; a lot of people seem to assume that games in development look pretty much the same as they do when they are finished, and we were concerned that showing the WIP shots of the project would lead to us being immediately dismissed as a bunch of amateurs. The publicity we received opened a lot of doors for us and helped us to reach the position we are in today, so at the end of the day the announcement served its purpose.
Darth Roxor said:I'm sold.
I’ve ploughed my life savings into funding this game, which eliminates a lot of the leadership struggles you have with fan projects – I’m paying the bills, so I get to decide what happens. Decision making is faster, there’s less feature creep and the vision is less watered down, and obviously paying for staff attracts a higher quality of personnel too.
Haba said:I’ve ploughed my life savings into funding this game, which eliminates a lot of the leadership struggles you have with fan projects – I’m paying the bills, so I get to decide what happens. Decision making is faster, there’s less feature creep and the vision is less watered down, and obviously paying for staff attracts a higher quality of personnel too.
...The upside of this is that we plan to remove a lot of randomness that the original X-Com had, so you don't lose troops because you're unlucky, you lose them because you did something wrong. As long as the game mechanics are sufficiently intuitive, this should make the difficulty challenging and enjoyable instead of frustrating.
Not necessarily a good thing.We’re radically different from the fan projects, primarily as we’re in this for commercial reasons.
That's good for you.Decision making is faster, there’s less feature creep and the vision is less watered down,
Grand.We plan to spend quite a lot of time getting the gameplay right, and we’re hoping that will mark us out.
Haba said:I’ve ploughed my life savings into funding this game, which eliminates a lot of the leadership struggles you have with fan projects – I’m paying the bills, so I get to decide what happens. Decision making is faster, there’s less feature creep and the vision is less watered down, and obviously paying for staff attracts a higher quality of personnel too.
Burning Bridges said:But until I've seen running footage of an advanced build of the combat engine this is high quality vaporware to me.
Sounds exactly like X-Com. Wait...a person making X-Com clone didnt play X-Com... ?It’s probably worth explaining the cover system at this point, as the original X-COM didn’t have one. In Xenonauts, soldiers can be placed in directional cover. You can see the three soldiers in the image sheltering up against the hedge, fence, and walls, and this indicates they are in cover – this means any shot that would otherwise hit them has a chance of hitting the cover they are sheltering behind instead. Cover only works in one direction, though – if the alien ran past the soldiers and shot them in the back, they would get no protection.