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XCOMUFO & Xenocide

Xenocide Project Still Going?


Doctoxic

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Don't worry blue, you are in the right place :)

 

Well, the whole team works for a "fresh" new idea. Xenocide is INSPIRED from the x-com UNIVERSE. No code/art/sound will be copied, everything is made from scratch, and our work depends on our ideas and "feelings".

 

Thus, a simple answer is "I don't know". Time will show :)

 

The latest release is just a progress indicator. You can't actually "play", in less than 4 minutes you will have done everything you can do.

 

The good thing is that progress is accelerated lately, and everyone does a good job :)

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Yes, our developers are doing a great job.

 

Against all odds and those that say that Commercial Grade Open Source Games (not mods) arent posible; Project Xenocide is still going and getting stronger every day. The only thing left is some company to pay a couple of our programmers to work for Xenocide full or at least part time.. but unless you know one company that would do so just for the fun of it, it wont happen soon. :)

 

Greetings

Red Knight

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Making an open source project is a very big endeavour, taking into account the fact that everyone has a job or is a student, or both, we are advancing nicely considering that.

Now, you would appear less of a coward if you registered instead of posting as an anonymous guest :) (Though you're not completely anonymous to global moderators here)

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Just to add a little spice ;) if the project is a big hehe, go ask Vlad Judys (AKA Mamutas) as that big hehe project was quite an enabler for him to get a job in Electronics Arts Florida. I can speak about it too, I was approched to help start a games division in the company I work now because of it too.

 

Red Knight

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@ loxotron: i guess you really really really want some attention. OK here you go ... done, now you can rest easy tonight with the knowledge that somone actually took notice of you. I mean, why else would you post derogatory remarks in a forum like this? most people would just leave and get on with their lives. But you? No! your special. Edited by Sporb
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sorry guys, but Xenocide project now sucks.  :happygroup:  LOL

 

edit: dammit, stew was asking about loxotron because he saw the IP addresses match, should have thought of that :D

 

now that's a nice sig, loxotron :laugh:

Edited by Azrael
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i only want to see a good working version of Xenocide and nothing else smile.gif

You can do that without insulting us.

Edited by Azrael
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Well lox, you may want to help, but your... practice of interest causes some problems :P.

 

You indeed insulted some people, and it's a bit offensive to post as a guest.

 

If you want to help, there is a complete guide in the wiki and in these forums. Read them and ask to become a recruit, as we all did. But, you entered these forums ~5 months ago, you've only posted 9 times, and your posts were either offensive, or at least not helpful at all.

 

http://docs.projectxenocide.com/index.php/Main_Page

 

View the wiki, decide what you are ABLE to do (for example, just wanting to help with the code isn't really helpful if someone doesn't know what C++ is :wink1:), ask to become a recruit, and work on a task.

 

At try to be more polite next time please :)

 

Ante geia lamerako,

kafros

 

Edit:

 

http://www.xcomufo.com/forums/index.php?ac...post&pid=144239

This post of yours was quite disturbing, especially the use of smilies. Laughing at people who focus on an objective is something quite useless and not rather clever. It has happened a few times in these forums. These comments are ignored, and we continue to work. This project has matured and progressed quite well, and we will keep it that way until the game is complete!

Edited by kafros
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first off i want to say you guys are incredible for attempting this whole project =) i've always wanted to see x-com redone with better graphics..

 

and no i dont concider UFO aftermath and/or UFO aftershock to count in that aspect..using that asinine real time combat mode instead of the tried and true action point system is absolutely horrible..

 

 

however it sort of scares me a bit.. you guys have put in roughly 2 years worth of hard work and effort. and while i am amazed at what i see so far... it makes me wonder if its going to take another 2 years to get the battle engine and system up and working =( i hope not, because ever since i found out about this project about 6 months ago i've been keeping close tabs on it!

 

either way, keep up the good work to everybody that is involved =)

:rave3:

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however it sort of scares me a bit.. you guys have put in roughly 2 years worth of hard work and effort. and while i am amazed at what i see so far... it makes me wonder if its going to take another 2 years to get the battle engine and system up and working =( i hope not, because ever since i found out about this project about 6 months ago i've been keeping close tabs on it!

First of all, thx for the flowers :) It is great to hear that our work is appreciated.

Second, the "problem" with projects as this is, that everyone is working in his spare time, so it is pretty difficult to pull it of like a company with full time programmers/artists/writers/composers could. So, the answer to your question is, yes, it is propable that it could take us about two more years to reach "v1" - so to speak, to have a working battlescape and everything else we would like to have implemented.

Nevertheless, you never know, so if we are very lucky and/or a lot of hard working people join the team it is possible we make it in less time to the magical v1. :)

So you're welcome to help out if you would like to! :Deal: :)

Edited by Mad
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sorry guys, but Xenocide project now sucks.  :happygroup:  LOL

dammit, stew was asking about loxotron because he saw the IP addresses match, should have thought of that :D

 

Stewart whistles smuggly.

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trust me, if i had any sort of programing skills i'd be all over this project faster than somebody trying to

:order:  :zelda:  =D

please! there are youngsters 'round! :P

Well, actually contributing to the project is not limited to programming skills. We need graphics artists (for modelling, texturing, making in game videos etc etc.) as well as sound artists (composing SFX and Music for xenocide) and not to mention writers (for ufopedia entrys, background storys, scripts).

If you really would like to help out in the programming department, but you don't know how, we are in need of python programmers and this is a pretty easy to learn language. So if you invest about two to three weeks for learning python you will be on a level which will allow you to contribute. Maybe give it a try, it's really fun!

The Python Wiki beginners guide

Learning to program - using Python, javascript and VBScript (This is really good - plus it's translated to a lot of languages.)

 

Please don't hesitate to ask (in the forums or via PM) any of us for help, tips'n tricks.

Edited by Mad
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trust me, if i had any sort of programing skills i'd be all over this project faster than somebody trying to

:order:  :zelda:  =D

please! there are youngsters 'round! :P

Well, actually contributing to the project is not limited to programming skills. We need graphics artists (for modelling, texturing, making in game videos etc etc.) as well as sound artists (composing SFX and Music for xenocide) and not to mention writers (for ufopedia entrys, background storys, scripts).

If you really would like to help out in the programming department, but you don't know how, we are in need of python programmers and this is a pretty easy to learn language. So if you invest about two to three weeks for learning python you will be on a level which will allow you to contribute. Maybe give it a try, it's really fun!

The Python Wiki beginners guide

Learning to program - using Python, javascript and VBScript (This is really good - plus it's translated to a lot of languages.)

 

Please don't hesitate to ask (in the forums or via PM) any of us for help, tips'n tricks.

Oh! I want to learn Python! OMG

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You forget #xenocide IRC channel!  OMG

Actually I wasn't sure if he could read the "#xenocide" thread, and I was to lazy to check... :P

 

Bad Mad, bad!

Uhm.. did I say something 'bout joining me? Forget it. I will protect the tutorial website with my life! *putsonhiscyberarmourandpicksabigplasmasword*

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ATTENTION!

IF YOUR NAME CONTAINS ONE OR MORE VOWELS OR YOU ARE A MAN OR A WOMAN, THEN YOU ARE A WINNER! YOU WILL RECEIVE A MODERATOR WHIP, A WAND OF "ADD TO POSTCOUNT" +100, AND SOME FREE* PROZAC INJECTIONS, ESPECIALLY USEFUL IF YOU ARE MAD! :D

 

 

 

 

 

 

 

*This offer will only be available to goverment officials, once they join our free* porn newsletters, and for a limited period of time

 

*The "XXX pr0n dialer" and 300% Value-Added Tax are not included in the offer

 

 

 

 

:OffTopic: :OffTopic: :OffTopic:

Az, what are you/we doing?! :P. Mad is bad for your health you know :P. *SIT, BAD DOG!*

Edited by kafros
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So once you are python programmers, you will answer me  :devillaugh:  :devillaugh:  :devillaugh: 

 

:whip:  :whip:

*sigh* germans... :P

 

You... told me to join you... I didn't mean to...

I did? damn...

Aren't you a german too? :P

Maybe thats why he's so eager to get the :whip: :whip:

arrrr give it to me* you filthy wannebe mage... :naughty:

 

 

*pronounce with heavy german accent

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  • 4 months later...
Don't leave our cars without protection :)

 

 

ummm? :huh?: Let me guess, if you're gonna drink, (then) please use a condom; what? :blink:

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  • 2 weeks later...
Guest Guest

I have been following the development of this project since 2 years now, and everytime I look on your website and demo I ask myself the same question:

 

Why did you guys start creating the strategic aspect of the game instead of working on the tactical aspect (battlescape ?). Creating the battlescape may be 1 easier, 2 more interesting for the fan community as they will start playing with it right away.

 

I know that those are minor projects but, take the example of xforce and UFO:AI, especially UFOAI where a *honest* tactical map has been done a the very beginning of the project.

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This is my personal opinion, which is probably different than the project's:

 

First of all, it isn't necesserily easier to create the battlescape. It still involves a great deal of planning and programming.

 

In addition, I've played UFO:AI, and it's very boring. I can't find a reason for thinking that tactical is better than strategical. For example, when I play Master of Orion 2, I ALWAYS use strategic battles.

 

Last but not least, there is a lot of programming which the user can't see. Although it seems that the project hasn't progressed much, the code has changed, parts of it are improved and a whole lot is already added.

 

I think it's more important to work on the very substructure of the code, as it will greatly boost our progress long-term.

Edited by kafros
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Much of the reason for the delay may be that the Xenocide Project was originally attempting to design the game from the ground up, including the graphics engine. It was decided that that approach was unnecessarily labour and time intensive, and open source, third party software was selected as an alternative. The Battlescape is being worked on and the project developers have produced a large volume of models and other content for it. Much more work is still required, however, before the project members can make an honest go at releasing a working battlescape.
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Add that the Open Source dynamics and the learning curve for the alternatives was high too, so really now we are starting to work out the kinks and starting to make steps.

 

Greetings

Red Knight

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