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Author Topic: X@COM - Where ASCII and X-COM Collide!  (Read 122738 times)

Robsoie

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #465 on: January 12, 2013, 08:29:14 am »

Yes, it's a good idea to do the same as Teardown after Games Workshop sent them the cease&desist thing about their remake of Space Hulk : they changed the title and various names that were related to the GW IP.

So in the end their Alien Assault is about "A turn based top down strategy game taking place on abandoned space ships infested with the deadly aliens and it is your job to kill them all. " but in the same time it's not WH40K Space Hulk ;)

This or possibly contacting them before getting to deep into your WH40K total conversion and see with them if your non commercial mod is OK with them, for some people it worked and they could then work on such non commercial mod.
« Last Edit: January 12, 2013, 08:30:46 am by Robsoie »
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #466 on: January 12, 2013, 09:05:31 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.
I've heard as much before; many, many times, in fact--their reputation precedes them, or at least precedes their C&D letters ;p

In this case I wonder if they would really care, ASCII roguelikes being a niche genre and the mod is not only 1) for a non-commercial game, it's also 2) not even made by myself, the developer of the game being modded, so I seriously doubt they're going to seek out the individual modder himself, considering that he doesn't even have a real web presence.

The mod is looking pretty cool though, by the way. Playing it right now :)

I'd ask if any of you are playing Rookie's Tale yet, but there hasn't even been a weekend since I released it, so I'll continue to wait for reactions on that.
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coolio678

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #467 on: January 12, 2013, 10:21:18 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.
I've heard as much before; many, many times, in fact--their reputation precedes them, or at least precedes their C&D letters ;p

In this case I wonder if they would really care, ASCII roguelikes being a niche genre and the mod is not only 1) for a non-commercial game, it's also 2) not even made by myself, the developer of the game being modded, so I seriously doubt they're going to seek out the individual modder himself, considering that he doesn't even have a real web presence.

The mod is looking pretty cool though, by the way. Playing it right now :)

I'd ask if any of you are playing Rookie's Tale yet, but there hasn't even been a weekend since I released it, so I'll continue to wait for reactions on that.
I've already done a few rounds of Rookie's Tale, and it is quite awesome. You really manage to pack a lot of stuff into the map, without it feeling too crowded. Also, the random start areas are a very nice touch, really changing things up each round. I've only made it to a boss once, with only victor and a crusader, and then almost instantly both died. Victor because he was about to die, so I had him pull the pin on his grenade. I like it, though.
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tootboot

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #468 on: January 13, 2013, 05:18:03 am »

In this case I wonder if they would really care, ASCII roguelikes being a niche genre and the mod is not only 1) for a non-commercial game, it's also 2) not even made by myself, the developer of the game being modded, so I seriously doubt they're going to seek out the individual modder himself, considering that he doesn't even have a real web presence.

I'm guessing the will care.  They cared when someone uploaded scans of the manual for the Space Hulk board game.  They care if you try to sell their games through a website.  They care about a lot of things.
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #469 on: January 18, 2013, 04:11:37 am »

Hm, not a lot of feedback yet since the last mod release. Now there's at least an online guide to provide you with more info/help.

I'll just crawl back into my dev hole and do more sci-fi/engine development ;). Recent weeks of concentrating on mod work means the near-term to-do list is now overflowing with stuff that needs to get done, most of it small, although major items for implementation include jumping gaps, scaling/climbing vertical terrain, and pushing furniture.

I've already done a few rounds of Rookie's Tale, and it is quite awesome. You really manage to pack a lot of stuff into the map, without it feeling too crowded. Also, the random start areas are a very nice touch, really changing things up each round. I've only made it to a boss once, with only victor and a crusader, and then almost instantly both died. Victor because he was about to die, so I had him pull the pin on his grenade. I like it, though.
Good to hear. I think the maps are often a bit disorganized, but it would take even more areas and dev time to alleviate that issue; in any case, they are certainly still fun.
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getter77

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #470 on: January 18, 2013, 08:02:02 am »

The mod is a quality thing surely---like most of your fine work/other modders thus far I'd imagine it will be something moreso "discovered" later when the engine is more mature and the audio/visual spectrum made slicker still.   Just keep at it!   8)
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Drakale

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #471 on: January 18, 2013, 01:10:30 pm »

I'm waiting for the geoscape to be implemented myself, this plus mod support for custom maps(already in)/random maps would be really cool.

But yeah that's like making a separate game entirely. Love what you did so far.
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Freshmaniscoolman

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #472 on: January 18, 2013, 01:23:31 pm »

Hey guys! How about talking about the vanilla game, without a total conversion or anything! GREAT IDEA NYA1
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Orb

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #473 on: January 18, 2013, 04:27:39 pm »

I just noticed the mod was released, and I'm enjoying it greatly. Got my first victory.


I've learned that exploring dark caves, contrary to popular belief, is usually a bad idea.
« Last Edit: January 18, 2013, 04:49:45 pm by Orb »
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #474 on: January 18, 2013, 08:48:24 pm »

I just noticed the mod was released, and I'm enjoying it greatly. Got my first victory.
Nice job, Orb; was waiting for your inevitable victory post ;D

Hey guys! How about talking about the vanilla game, without a total conversion or anything! GREAT IDEA NYA1
By all means! As you can see for the near term:
although major items for implementation include jumping gaps, scaling/climbing vertical terrain, and pushing furniture.
I'm wondering how useful all this would be to the game. As an engine feature I'm sure these will find some use, especially for stealth mods, but might the potential to climb *anything*, given enough skill and/or equipment, be going too far? It could also be annoying to identify what is and it not climbable, as knowing that would take experience. The alternative (which is already possible), is to have the only climbing you can do enabled by props like pipes (as you see in XCOM), but I don't much like that idea, since it's decidedly restrictive and un-roguelike.

I think I've solved the issue (in theory) of AI pathfinding for jumps. I'll probably test those first so you can leap from the top of one building to the next, if close enough. Also wanted to add hopping/sliding over short props like bushes, tables, etc.

I'm waiting for the geoscape to be implemented myself
Yeah, I believe a good number of people are. For a short time yesterday I had a poll on the blog related to this, but I had to take it down because the stupid blogger template refuses to use the css text color setting, instead giving me black text on black background. (It's the same with all widgets, hence you can't see the number of members, either.) Annoying and I have never been able to find a solution.
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varsovie

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #475 on: January 19, 2013, 01:19:16 am »

I'm waiting for the geoscape to be implemented myself
Yeah, I believe a good number of people are. For a short time yesterday I had a poll on the blog related to this, but I had to take it down because the stupid blogger template refuses to use the css text color setting, instead giving me black text on black background. (It's the same with all widgets, hence you can't see the number of members, either.) Annoying and I have never been able to find a solution.

Has a workaround you could always change the background during the poll.

For me I'm waiting for a Linux version, the game seems really cool but I hate fighting with WINE.
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #476 on: January 19, 2013, 01:28:50 am »

Has a workaround you could always change the background during the poll.
I think background color css on the widget may work (I couldn't change the background of the entire blog since it would look bad and/or be completely unreadable in some cases). I'll perhaps try that later on.

For me I'm waiting for a Linux version, the game seems really cool but I hate fighting with WINE.
And I hate fighting with third-party libraries. One of us will give in first! Seriously, I'll attempt the Linux port one day, though I'm sure it will take more than one ;)
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EnigmaticHat

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #477 on: January 21, 2013, 01:01:20 am »

The agent advances through the smoke.  His buddy dropped it so they could chase down an alien that was shooting from somewhere down the street.  Suddenly, a shredder materializes in front of him, thankfully facing away from the startled Xcom agents.  It runs off into the distance.  The city erupts into the sounds of violence.  Things settle down for a little bit; none of his three comrades seem to be hurt.  He turns to check his back and then he sees it, shrouded in smoke, not two feet behind him.

A Sectopod.

I don't think we're alone out here
Spoiler (click to show/hide)
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Hiiri

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #478 on: January 24, 2013, 04:15:08 pm »

Hey guys! How about talking about the vanilla game, without a total conversion or anything! GREAT IDEA NYA1

Tsk tsk tsk. Haven't you heard the Great Leap Forward ended up in a disaster? Sometimes FunTM can be more productive than ProductionTM.

Also, a question. At the moment it feels like I'm spending most of my time watching the little log on the right hand corner. Any plans/thoughts on incorporating some of that info into the action itself? Ie. in sound effects (I understand these are already on the way..?), screen shakes and.. er.. chat bubbles? :P

Haven't been following the thread actively, sorry if this has been addressed already.

Edit: Thanks!
« Last Edit: January 24, 2013, 04:18:01 pm by Hiiri »
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #479 on: January 24, 2013, 09:26:12 pm »

Also, a question. At the moment it feels like I'm spending most of my time watching the little log on the right hand corner. Any plans/thoughts on incorporating some of that info into the action itself? Ie. in sound effects (I understand these are already on the way..?), screen shakes and.. er.. chat bubbles? :P
That is always a bit of a dilemma with roguelikes, how information is divided between the map and the log.

The sound effects will definitely help, and that's what I planned on working on sometime soon, but mostly in a testing capacity since I'm *not* going to be adding proper sound effects to all the existing scenarios/mods. I'll have a core subset used just for testing. There'll be a blog post discussing it sometime in the future, depending on how many near-term features get in the way.

Speech bubbles wouldn't be too difficult to do visually, but not sure how that would affect the game flow, having to put everything on hold while giving you time to read the text. Maybe it'll work out okay, and I can make them optional. I am considering at least testing them in the future, once I put in the map overlay system.

Hey guys! How about talking about the vanilla game, without a total conversion or anything! GREAT IDEA NYA1

Tsk tsk tsk. Haven't you heard the Great Leap Forward ended up in a disaster? Sometimes FunTM can be more productive than ProductionTM.
A reference to my Great Leap Sideways? ;)
« Last Edit: January 24, 2013, 11:33:18 pm by Kyzrati »
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