http://www.kickstarter.com/projects/69341191/xenonauts
http://www.xenonauts.com/
dalle foto mingrippa
c'è demo
Visualizzazione Stampabile
http://www.kickstarter.com/projects/69341191/xenonauts
http://www.xenonauts.com/
dalle foto mingrippa
c'è demo
Volevo aprirci un topic da eoni.
Altro che clone, è l'erede vero e proprio.
lo seguo anche io da un po.
mi sa che ora che c'è la demo lo provo pure.
in questi giorni mi trovo giusto una 20€ in eccesso sulla postepay e sono indeciso tra questo, carmageddon e warlock.
su kick dice che se non raggiunge i 50k non esce, bah, a me sembra na strunzata
dal loro kickstarter:
Citazione:
The key message is this: if the Kickstarter fails, Xenonauts will still be released and will be a good game. If the Kickstarter succeeds, the game will be better and finished more quickly because of it.
ah lol ok, penso che lo supporterò :alesisi:
Infatti, se guardate il loro forum (Goldhawk interactive), loro sono saltati sul kickstarter bandwagon ma con il gioco già quasi finito :asd:
Edit:
http://www.goldhawkinteractive.com/f...rter-Goes-Live!
http://www.goldhawkinteractive.com/f...r-Press-Build)!
http://www.goldhawkinteractive.com/f...d-Public-Build
http://www.goldhawkinteractive.com/f...V10.2-Released!
Le cose che mancano, sostanzialmente, sono tileset alternativi a quello industriale, ed un AI decente.
ma infatti il gioco è da un bel po che è in sviluppo e sull'alphafunding di desura.
se hanno successo con kickstarter si fanno un po di pubblicità e fondi in più e vogliono aggiungere/rifare alcune cose:
che forse non sarebbero riusciti a fare (o forse sì :asd:).Citazione:
t's difficult to say exactly what additional features would end up in the final game, because sometimes new features don't work very well and have to be removed again. But these are some of the ideas we'd like to explore:
- New UI
- Animated battlefield tiles
- High quality research-screen art
- Combat suppression mechanics
- Soldier medal system
- Battlefield motion detector
- UI art updating to reflect game progress
- Intro / Outro movie (in the monochrome painted style of the Homeworld cutscenes)
- Encouragement for modders (eg. our Soviet Weapons pack)
e poi farsi l'ufficio nuovo per lavorare tutti insieme invece che sparpagliati per il mondo.
almeno sono onesti nella loro pagina e alla fine il gioco merita. il prezzo inoltre è lo stesso praticamente che su desura (15€/20$), è più un fatto pubblicitario.
edit: a parità di prezzo o giù di li probabilmente conviene prenderlo su kickstarter, infatti così si ha accesso alle beta via desura e poi si può scegliere di ricevere la key su steam (e non so se rimane anche su desura). preordinando su desura invece non so se la key di steam ci esce. essendo il gioco solo su windows desura perde il vantaggio del cross platform su linux (in attesa che ci arrivi anche steam).
No no è giocabilissimo. Io volevo prenderlo da un po' ma aspettavo appunto il kickstarter, dato che credo sia il modo in cui arrivi la maggiore percentuale di $$$ agli sviluppatori.
Ma la demo oil gioco in alpha che cambia?
Don't know yet. Sto cercando di restarci il più lontano possibile per non "rovinarmi" la sorpresa :asd:
Ci sonopoche tech all inizio peró, ma come si sbloccano quelle umane?
Sono gia' praticamente a 50000 dollari in pochi giorni :D.
Cmq lo seguo da anni e ci ho riposto tutte le speranze pero' al questione della AI ancora non risolta mi lasci un po' titubante. Insomma non e' che sia un fattore secondario in un gioco del genere. Poi hanno tolto i poteri PSI ai terresti (scelta che condivido) ed inserito i duelli aerei. Insomma viene considerato un clone del primo UFO ma di cose diverse ce ne sono un sacco. Alcune anche difficili da bilanciare.... Vabbe' crediamoci!
Spe spe, dell'AI non so nulla se non robe che ho letto su una recensione di oltre 6 mesi fa :asd:, come ho detto non ci ho ancora giocato.
Così come avevo letto che al momento ci sono anche pochi tipi di missioni disponibili rispetto all'originale, (ma sempre letto mesi fa questa cosa): cmq i dev sono efficientissimi, rilasciano quasi 3 sottoversioni al mese
Mmh meglio che mi spiego meglio. La mia non era una critica. Anzi!
Preordinato una vita fa ed invito tutti a fare lo stesso.
Dicevo solo che purtroppo ci sono ancora delle cose (anche importanti) da implementare a dovere (cosa ammessa anche dagli autori del gioco non e' che cercano di nasconderlo od altro).
Inoltre hanno avuto il coraggio (e la cosa mi piace) di prendere l'originale e modificarlo. Quindi non sara' un puro remake. Magari a qualcuno la cosa potrebbe non piacere.
Cmq se riescono ad implementare a dovere l'IA degli alieni e mi bilanciano tutte le armi che ci hanno messo... Cioe' gia' mi immagino apririmi un varco con li lanciafiamme o coprire con i fucili da cecchino i soldati che con scudo e pistola avanzano in prima linea:sbav:.
qualcuno l'ha preso?
Sembra molto interessante. L'unica cosa che mi lascia perplesso, è la grafica,
davvero scadente per un gioco nel 2012. E io poi sono di bocca buona.
Comunque, a primo acchitto, MERITA.
ha superato i 50k in 56 ore su kick :O
la grafica invece è abbastanza funzionale e non fa una "brutta" impressione.
prova la demo. poi se mettono anche le tile animate e la sistemano un altro po meglio.
l'ai per ora mi sembra abbastanza "lineare". ho fatto solo una battaglia, eh, ma essenzialmente si tratta di aspettarti e spararti a vista oppure avanzare e venirti a prendere. non mi è sembrato che applicassero tattiche particolari.
recs ma secondo te dopo aver scoperto il mig come si fa a scoprire il laser tipo, in ufo all'inizio non occorreva per forza sviluppare tecnologie aliene, ma ce n'erano un pò umane.
non so, io per ora mi sono limitato alle battaglie. non ho avuto molto tempo.
con tutti questi soldi, più quelli di desura spero che si sbrighino
se le fanno pagare le features :lol:
$75,000 – Hire a Level Designer - we will hire a dedicated map designer to add more variation and randomisation to the maps!
$100,000 – Indoor missions – these would be missions where combat squads are sent into large buildings or into underground bunkers to clear out an alien strike team.
$140,000 – Soviet Town terror tileset – the current terror tileset is an American town. To fit with the Cold War theme, we’ll put in an alternate tileset for the Soviet bloc countries using Soviet-style architecture.
$180,000 - Military Base tileset - this tileset would allow us to put military terror sites in the game, where aliens have attacked a military base and you are sent in to deal with them.
$205,000 – Tileset-Specific NPC Allies – we do have friendly AI soldiers in the game, but only one type. This would add different variants – police on the Industrial tileset, farmers with shotguns on the Farm tileset, mujahedeen with AK-47s on the Desert tileset etc.
$230,000 – Motion Detector – This would be a one-hand soldier item that, when equipped, will display a coloured overlay on the battlefield to show any AI movement in previous turn within range of the soldier holding it.
$255,000 – Memorial Screen – This would be a tab on the UI which allowed you to view a list of all your dead soldiers, including the location and time of death, their portrait and number of kills etc.
$280,000 – Vehicle Combat Experience – soldiers level up with experience, vehicles do not. This would allow vehicles to increase their stats (not armour / health) by a maximum of 15% with combat experience.
$305,000 - Pilot Portraits and Callsigns – at the moment, the aircraft are just aircraft. This would give each aircraft a pilot portrait and a callsign, so they seem less expendable. These pilots will not level up with experience.
$330,000 - Proxy Grenades – These are fun. This would add a secondary fire function to all advanced grenades (Alenium grenades upwards) that allows them to be used as proxy grenades.
$355,000 - Tall Grass – There’s waist-high grass in X-Com. This would put it in Xenonauts too, complete with the ridiculous (yet amusing) fire mechanics from the original.
$380,000 - Human Psionics and Blaster Bombs – We’ve removed these from the game due to balance reasons, and we will not put them in Xenonauts. This stretch goal would bundle the game with a developer-made mod that allowed people to put them back in.
Non che li voglia difendere che non me ne viene in tasca niente, ma hanno spiegato in un post i costi di ogni singola aggiunta. Poi hanno fatto un sondaggio per vedere cosa interessasse di piu'...
Insomma facessero tutti cosi'...
Detto questo alcune delle feature che volevo non le vedro' mai visto che sono messe troppo in altro. Avrei giurato che le aggiunte al gameplay avrebbero vinto su quelle estetiche (i tileset). A meno che sottovaluti la valenza strategica di ambiantentazioni diverse.
Infatti sco, senza cattiveria ma sei a livello del "lettouncazzo", sul loro forum (che ho linkato prima) ne stanno parlando, discutendo e decidendo da mesi con l'utenza :asd:
sembra davvero bello :pippotto: peccato che per i miei gusti è troppo complesso e tattico :bua:
3,016
Backers
$101,641
pledged of $50,000 goal
13
days to go
$75,000 - Dedicated level designer! - ACHIEVED!
$100,000 - Indoor missions! - ACHIVED!
Up perchè devo devo devo ricordarmi di appoggiarlo prima che finisca il termine.
Mancano 3 giorni ti faccio un up nel caso non lo abbia ancora fatto :look:
Seriamente, ora che siamo alla fine devo dire che a mio parere e' stata una delle peggiori campagne a cui abbia assistito. Confusa, poco stimolante. Boh. Speriamo che come programmatori siano meglio :sisi:
Campagna finita
4,668
BACKERS
$154,715
PLEDGED OF $50,000 GOAL
0
SECONDS TO GO
Dedicated level designer!
Indoor terror missions!
Soviet Town tileset!
Tileset-specific AI soldiers!
Female soldiers!
Mac / Linux port on release!
The new UI design will be rolled out across the whole game (ideally with the background art updating as you research new technology)!
Soldier combat medal system!
Battlefield suppression mechanics!
Animated battlefield*tiles!
A DRM-free*version of the game on release!
80 extra soldier portaits!
Non male, attendiamo fiduciosi
Sì, non male decisamente. Sono indeciso se provarlo quando mi arriverà la key di desura come backer o tentare di resistere resistere resistere ed aspettare l'uscita.
Update. Cavolo mi sta facendo salire la voglia di provarlo già ora :asd:
Spoiler:
lascia perde senza mappe randomiche non vale la pena
nuove release però che palle non hanno ancora creato un pò di mappe
Female Soldiers: Female soldiers now spawn in the game, with female portraits and names. We need to do a little more work on harmonising some of the female portraits with the male ones (different artist) but overall the system has been pretty successful.
Custom Soldiers: Pre-generated soldiers (from Kickstarter) have been partially implemented. In the standard build the two pre-generated soldiers are myself and Kris Thaler (one of our artists) but you can view 15 other test soldiers drawn from the ranks of the highest Kickstarter backers in the debug version of the game. Unfortunately, playing the normal version will lead to you seeing a lot of me / Kris for now, as we’re the only two options when a pregenerated soldier spawns (10% of the time)!
Base Defence modules: These are defensive turrets constructed as base structures in your base. They fire upon attacking UFOs when aliens perform base attack missions on that base. If the UFO is not destroyed, the damage dealt will reduce the size of the attacking force.
Androns: These alien units now spawn in their earliest two incarnations. We’ve put them in the Quick Battle too. Basically they don’t act that differently to normal troops at the moment, other than being very tough, but as the AI becomes more advanced they’ll behave in a fairly unique way compared to the other species. There’s a bit more variety there anyway.
Dropship Destruction: It’s no longer effectively game over when you have your dropship shot down, as your soldiers can now survive a crash and be rescued by local forces. Troops now have a better than average chance of surviving a crash, but are likely to suffer injury while doing so.
Alien Bases: The tiles for these aren’t in place yet, but the code is now tested and in place. Bases are created on the Geoscape by alien construction missions, and all bases (existing and future) grow in size at predetermined AI ticker levels to scale with the invasion. There are two victory conditions in the base missions, either killing all aliens in the base (captures all equipment) or destroying the base power cores and aborting the mission (captures only the equipment brought out with you). Either instance results in the destruction of the alien base.
Suppression: The suppression system has been added to the game for preliminary testing. A unit becomes suppressed when enough bullets have been fired at him, with burst fire causing more suppression than single shots. The values are preliminary at the moment, as is the “suppressed” icon (a blue triangle with an S on it). Let us know your thoughts on this system though.
Heavy weapons: These have a 30% accuracy reduction if you move and shoot in the same turn (turning does not count as moving). The machinegun, rocket launcher and sniper rifle are the starting “heavy” weapons.
Mission Scoring: The mission-end scoring system has been updated. It now has different scoring for different mission types and different outcomes (victory / loss /abort) along with some tweaked values. This means the score awarded at the end of a mission should better reflect the actual outcome.
Soldier Hire: When you hire a soldier, you can now pick from a pool of 12 possible soldiers which is refreshed as you hire troops. This allows you to pick a soldier that suits the role you are hiring them for - though fired troops go back in the soldier pool to prevent mass hire / fire soldier cherry picking.
Manufacturing Materials: Most manufacturable items will consume either Alenium or Alien Alloys when built now. There’s no UI element that shows these requirements at present (that’ll be in the redesigned UI) but it’ll give you a pop-up if you don’t have enough.
Dropship Vehicle Icon: Vehicles on a dropship now have an icon on the Soldier Equip screen to show that they’re filling soldier slots.
New tiles: The Town tileset has had some new tiles added to it. There is now a set of tiles for a bank /office building that will be the first thing we get our dedicated level designer to play with, and the house walls have now been painted over, along with the house props and the shop interior props. This means they look nicer and have the visible destructibility in place now too as they have damaged / destroyed variants.
Launcher: This has been changed so it no longer has a Pre-Order link or refers to the game as a “Demo” (this was only to test the Kickstarter build). This should stop any future confusion arising where people buy the game and think they only have the demo version!
Reapers: These are the Xenonaut equivalent of Chryssalids. You won’t see them until the beta, but they are fully rendered, animated and I saw one zombify my troops for the first time a few days ago in the develoment build. Thought you might want to know!
BALANCE TWEAKS:
Overkill Percentage: The overkill percentage for UFOs (i.e how much damage they can take beyond 100% and still leave a crash site) has been increased to 130% from 115%.
UFO Behaviours: UFOs now fly in a straight line for longer before changing direction. This means they are both easier to intercept and look a bit more intelligent.
Geoscape Invasion Escalation: This has been smoothed out. There should be more UFOs at the start of the game, but their numbers should increase more slowly than before. There should also be less fighters relative to before.
Scout UFOs: These are now more dangerous at close range, but their weapons have a shorter overall range. The counter is intended to be a MiG with 4 Sidewinders, which will kill them from beyond their range and only take minor damage in the process.
Hidden Movement Camera: The Hidden Movement camera now focuses correctly on events during the alien turn. You shouldn’t have your units killed by enemy fire without seeing it now. It should also track long range shot impacts better than before.
Wounded Soldiers: The Soldier Development screen now correctly shows the HP of wounded soldiers at the end of the battle, rather than their modified maximum HP (after the damage) as it did before. It should also differentiate between Injured (can still participate in missions) and Wounded (confined to bed) soldiers.
BUGFIXES:
Geoscape:
The “Abort Mission” menu option is no longer incorrectly called “Abort Game”.
Funding money now comes in before wages and maintenance go out at the end of each month.
Alenium and other manufactured missiles should now be consumed when fired in combat.
UFOs now despawn correctly if they create a terror site.
Grounded UFOs will no longer be named “Crashsite-XX”.
Wounded soldiers will be moved to the Unassigned category on the Soldier Equip screen after recovering above 50% health.
Aircraft destroyed in transfer from base to base will no longer block hangars up after their destruction.
The Xenopedia is no longer visible in the background on other base screens in some circumstances.
The base selector icons should now be visible in all circumstances.
Ground combat:
Xenonaut reaction fire is now functional again.
Machineguns now reaction fire with burst fire.
Turning on the spot no longer triggers alien reaction fire.
Aliens are no longer able to reaction fire in directions that they are not facing.
Crouching soldiers now use a crouched injury animation rather than playing the standing injury animation.
The “Alien Spotted” icon will appear when viewing any camera level, rather than only on the level of the alien.
Destroying the vans on the industrial tileset will no longer crash the game.
Swapping weapons no longer reloads the clip in the weapon.
The neutral AI will no longer just spin on the spot several times per turn.
The crash caused by destroying a window and killing a unit at the same time has been fixed.
THINGS THAT NEARLY MADE IT: (and will arrive next build)
Smoke grenades: These are largely in the game but need a few more tweaks. They’ll be available in unlimited amounts and the smoke will reduce the accuracy of any units firing through it.
Custom Soldiers: These will be fully implemented in the next build, with all the Kickstarter data loaded in and a list of the soldiers so you can load yourself up in the game and check out how you’re looking!
due post più su e fatto meglio.
:pippotto: