Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 29 30 [31] 32 33 ... 45

Author Topic: X@COM - Where ASCII and X-COM Collide!  (Read 122773 times)

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: X@COM - Where ASCII and X-COM Collide!
« Reply #450 on: December 17, 2012, 01:51:00 am »

Thanks, I just hope we at least beat last year's vote count, which turned out quite well considering X@COM had only been around for a few months. It'll be interesting to see how things have changed after a year of building up a stable core following.

And no problem, I figured you'll get around to it. In any case, the longer you wait the more resources and ideas there will be to draw from in my own work and that of others, especially after I release the mega-mod I referred to in my post yesterday. Side note: Along the lines of what we were talking about before, you can now even create deployable/re-deployable auto-turrets with 360 degree vision.

I have cats in my mod, and there are flamethrowers in several of the older mods, so we just need to put those together for flamethrowing cats! Would take less than a minute ;p

This will become something amazing, believe you me.
Believe you, I do! (:P Thanks)
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

getter77

  • Bay Watcher
    • View Profile
Re: X@COM - Where ASCII and X-COM Collide!
« Reply #451 on: December 17, 2012, 08:05:29 am »

Yep, this was one of the proud votes I cast to once again break the poll---keep at the fine work and 2013 especially is primed to really shine thanks in part to this project.
Logged

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: X@COM - Where ASCII and X-COM Collide!
« Reply #452 on: December 17, 2012, 10:06:32 am »

Happy to be a part of the poll-breaking process, getter ;P

"Until next year!"
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: X@COM - Where ASCII and X-COM Collide!
« Reply #453 on: December 17, 2012, 10:54:45 am »

X@COM got one of my votes as it's one of the roguelike i enjoyed a lot in 2012, i hope in the end it will get more people discovering it, it's truly brillant.
Logged

Belteshazzar

  • Bay Watcher
    • View Profile
Re: X@COM - Where ASCII and X-COM Collide!
« Reply #454 on: December 24, 2012, 02:50:27 am »

Must say lot of the scenarios feel a lot harder than the original game. I suspect it may just be my being unused to enemies warping in (I lost half a team in Exodus when a shitload of Shredders and a Reaper dropped onto us, in the middle of a retreat from what seemed an essentially UNKILLABLE SECTOPOD HOLY SHIT IT DROPPED THE COMMANDER, BOOK IT!)

Assault was interesting but perhaps the most familiar, the only thing to catch me off guard was when I somehow forgot that setting a fireteam on overwatch to take the zombies staggering down the hall was a HORRIBLE idea when they were armed with only laser weapons.

Cataclysm was perhaps the most bizarre, hilarious, if the most unfair feeling. I started out next to peculiar Dr. Faust, I'd no idea what to do with all the needles he has in his house, so while we decided it was a good idea to take everything. Another pair of the troopers attempted to lead the family to safety... until their path was blocked by a crysalid.  At which point, I and my soldiers shit our collective pants and ran back into the house to regroup with the now 'armed' pair of troopers leaving Faust's.

I decided to throw the unstable compound after the crysalid charged through the window and implanted a fellow in the living room. The only survivors were a crysalid, a trooper who bled out in the next round, Faust, and Timmy (both of whom had been outside.)
Logged
In the year 570, Kjerdregus occurred.

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: X@COM - Where ASCII and X-COM Collide!
« Reply #455 on: December 24, 2012, 03:09:10 am »

Yeah, you've got it nailed down pretty well.

For the demo scenarios I'm generally erring on the difficult side of balance because it's still fun, anyway. And while a bit too challenging for most, some people are still able to pass with flying colors alien innards, so that's about where I want it for now. Later I'll add difficulty levels for those who'd like to switch it up. In any case, I'm against the modern day AAA mantra of "everyone should be able to win every game [with ease]."

For the needles you're supposed to just 'u'se them for special effects. That was kinda the new thing/system introduced for Cataclysm, though I didn't use it extensively. The upcoming release is going to take that a *lot* further, including a whole bunch of manipulable furniture/props for a more interactive environment.

Thanks for playing!
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: X@COM - Where ASCII and X-COM Collide!
« Reply #456 on: December 28, 2012, 07:39:11 am »

Thanks for all the votes everyone, I shall reward you with... a huge new mod within two weeks time ;D
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

coolio678

  • Bay Watcher
  • whooshing winds and all that jazz
    • View Profile
Re: X@COM - Where ASCII and X-COM Collide!
« Reply #457 on: December 28, 2012, 12:05:35 pm »

I decided to postpone work on my mod until 8.3 rolls around, then. I'm not too sure what the heck I'm doing anyways, so a fresh batch of someone else's work to look through might help.
Logged
Dwarves passing by get good thoughts from the mist of water and exploding felines.
Anyone of the equivalent to the royal bloodline in a nomadic group would have a sun tattooed on their hand, or a scrotum on their forehead (it's a little-known fact that fraternities are based off of long-forgotten tribes).

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: X@COM - Where ASCII and X-COM Collide!
« Reply #458 on: December 28, 2012, 12:21:18 pm »

There will be as much to look through as time you have :P

Seriously, it's about 5,000 lines of scripts right now, from scratch... Hundreds of units, many hundreds more items, almost a hundred races... and lots of of other stuff I don't want to spoil. There are plenty of built-in possibilities for interaction that I've never taken advantage of yet, and since they're only documented by samples, this mod will be the majority of those samples.

Even this isn't the end-all collection, since there are quite a few things I've thought of but just don't have enough time to do. The point was mostly to make sure the engine *can* do these things, so I've tested as I go and expanded where necessary. (It's about time I got back to work on new core features.) On release, I'll do a little summary of the mod's cool (internal) parts on the forum, and the blog will cover much of the content in a post-release post (the initial post will be just a quick-start guide, to avoid spoilers).
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

coolio678

  • Bay Watcher
  • whooshing winds and all that jazz
    • View Profile
Re: X@COM - Where ASCII and X-COM Collide!
« Reply #459 on: December 28, 2012, 05:34:44 pm »

There will be as much to look through as time you have :P

Seriously, it's about 5,000 lines of scripts right now, from scratch... Hundreds of units, many hundreds more items, almost a hundred races... and lots of of other stuff I don't want to spoil. There are plenty of built-in possibilities for interaction that I've never taken advantage of yet, and since they're only documented by samples, this mod will be the majority of those samples.

Even this isn't the end-all collection, since there are quite a few things I've thought of but just don't have enough time to do. The point was mostly to make sure the engine *can* do these things, so I've tested as I go and expanded where necessary. (It's about time I got back to work on new core features.) On release, I'll do a little summary of the mod's cool (internal) parts on the forum, and the blog will cover much of the content in a post-release post (the initial post will be just a quick-start guide, to avoid spoilers).
sweet. That makes me as excited as when you put up the blog post :D
Logged
Dwarves passing by get good thoughts from the mist of water and exploding felines.
Anyone of the equivalent to the royal bloodline in a nomadic group would have a sun tattooed on their hand, or a scrotum on their forehead (it's a little-known fact that fraternities are based off of long-forgotten tribes).

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: X@COM - Where ASCII and X-COM Collide!
« Reply #460 on: January 04, 2013, 01:18:23 am »

We have someone working on a WH40k total conversion mod for X@COM. Anyone who wants to help playtest it and provide suggestions before it's complete should stop by the forum and check it out.
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

sambojin

  • Bay Watcher
  • Three seconds to catsplosion and counting.......
    • View Profile
Re: X@COM - Where ASCII and X-COM Collide!
« Reply #461 on: January 04, 2013, 08:58:05 pm »

Oh F yes. I'll be there in a moment. :)

Congrats on doing so well in the Ascii Dreams poll btw, for both Cogmind and X@com. Not bad for an early-alpha engine-testing year. No doubt 2013 will do wonders for both games.
Logged
It's a game. Have fun.

Kyzrati

  • Bay Watcher
    • View Profile
    • Grid Sage Games
Re: X@COM - Where ASCII and X-COM Collide!
« Reply #462 on: January 07, 2013, 11:10:09 am »

Just uploaded a little something different with a new X@COM release: "A Rookie's Tale", a total conversion fantasy megamod that mixes the mechanics of X-COM with the atmosphere and variety of D&D and traditional roguelikes. Prepare for some crazy adventures...

Tell us how it goes--bonus points if you can find Urist! (He's not just walking around like he would in Cataclysm.)

Congrats on doing so well in the Ascii Dreams poll btw, for both Cogmind and X@com. Not bad for an early-alpha engine-testing year. No doubt 2013 will do wonders for both games.
Thanks, I hope so. Although I just don't have enough time to do two games at once, so for its part Cogmind will be discontinued indefinitely... unless I somehow become rich and can devote all my time to developing cool games. Let's hope ;p
Logged
Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

tootboot

  • Bay Watcher
    • View Profile
Re: X@COM - Where ASCII and X-COM Collide!
« Reply #463 on: January 12, 2013, 04:16:39 am »

We have someone working on a WH40k total conversion mod for X@COM. Anyone who wants to help playtest it and provide suggestions before it's complete should stop by the forum and check it out.

Thats....not a good idea.  Games Workshop is notoriously rabid about their intellectual property.
Logged

getter77

  • Bay Watcher
    • View Profile
Re: X@COM - Where ASCII and X-COM Collide!
« Reply #464 on: January 12, 2013, 08:00:13 am »

Indeed, best may be something strongly inspired by, but just short of, to be on the safe side.
Logged
Pages: 1 ... 29 30 [31] 32 33 ... 45