A bump will temporarilly place this thread at the top, where casual baywatchers may spot it, bringing fresh interest and discussion.
While I wouldn't advocate random bumping, it definitely does bring more hits to X@COM and increase awareness. Apparently a fair number of casual Baywatchers don't really look past the first page of topics or so, since on normal days when the this one has fallen low I only get a few hits from Bay12, and on days there are new posts, I suddenly get an extra 20-30+ hits.
Maybe Areyar is just looking to get my attention, too, to "create" some news
Okay, here's some news:
For anyone who hasn't checked it in a while, I have a maintained Version Roadmap on the FAQ, so you can see what future versions will include (and where progress on the next release currently stands).
There's also some bad news for X@COM coming down the pipe: I'll be going on a three-week, no-computer vacation soon, so there won't be any progress. Too bad I probably won't have time to put up a video of the new additions before I leave, either, as I've ended up spending my time working out some internal issues and setting up a VM so I can finally run the game through a memory debugger and do some proper debugging.
I've been meaning to ask you guys what kind of message coloring you'd prefer for the message log (separate window that opens, listing all the actions/events that have taken place). There's no inline coloring (generally looks too messy)--it'll be one color per line. There are lots of possible schemes. Two main categories are 1) color based on whether performed by a friendly/enemy unit or 2) color based on type of action. Doing a mix of the two might be a little complicated and difficult to understand. Here's a general list of messages I've been implementing (or still need to implement), to give you an idea of what possible messages you might see:
-basic actions:
shoot
get
drop
prime
load/unload
inventory move
kneel/stand
-spotted enemy
-smash movement
-destruction of props/cells
-cell/prop explodes
-explosive detonates
-melee knockback
-melee knockback causing target to smash through Cell/Prop
-ally fires weapon
-neutral fires weapon
-enemy fires weapon
-unit hit by projectile
-unit caught in explosion (only if takes damage?)
-unit knocked/falls unconscious (could be two different things)
-unit regains consciousness
-unit killed
-unit catches on fire
-unit burns (fire damage)
-throw item
-unit falls
-unit damaged by fall (knowledge if self-controlled only)
-unit succumbs to fatal wounds
-panic
-use psi
-mind controlled
The style (incl. color) of a given message, and the message content itself, are already entirely controlled from external text files, so they're easily modified.
So far I'm leaning towards a type-based categorization using terminal green for most basic actions, a brighter green for important actions (like shooting
), red for bad stuff, bright red for really bad stuff (death...), and other colors w/shades for other groups of actions such as purple (?) for morale/psi-related.