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XCOMUFO & Xenocide

Another Xcom "remake"


Laitanyel

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As usual then. I'm always years after :D

 

 

Anyways, I really didn't really like their graphics. It looks...cartoonish...I know UFO 1 did so too, but that was long ago...I hope for something more UFO:AM style with Xenocide. That is, realistic. And darker!!!

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http://ufo-extraterrestrials.com/

yet another one :)

 

At this rate there'll be a moment in time I actually won't be able to play all UFO-ish games available :o

Talking about a luxury problem, eh? ;)

This looks nice!

It's a shame most of these projects will fail like Cpl said. :crying:

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Why dont all these failing project programers join up w/ xenocide? Its as if there is an X-Com race going on, but nobody (besides Xenocide) has the support or ambition to create a finished product.

 

The programers have to be give "mad props" (for lack of a better word i guess). What they are doing is hard, but i believe it is the community they build around them that gives them the ambition and strength to actually produce something.

 

Almost every other forum of an X-Com clone, has fewer then 50 members. Project Xenocide has over 400.

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Almost every other forum of an X-Com clone, has fewer then 50 members. Project Xenocide has over 400.

Yes but 50 people with nothing else to do are way more efficient than 400 with school/work/life etc. It seems that some of the other projects has people who are making the game all day long. I don't think Xenocide has even one member who has so much time to do it.

 

So the point is:

We may not be as efficient, BUT we have more people so the risk of failing is not an issue, for every retiring member, there comes 3 members more in to the project :) And 400 members will come up with a lot more ideas than 50! These two things are our strengths I think.

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What if we asked them to join us? Maybe they don't know about Xenocide as much as we think they do. Some of them might be happy to join a large project, with less % of failing. Xenocide could really use 50 dedicated "full time" programmers working on the code, etc.

 

I guess that'd be something for the seniors to discuss.

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http://ufo-extraterrestrials.com/

yet another one :)

 

At this rate there'll be a moment in time I actually won't be able to play all UFO-ish games available :o

Talking about a luxury problem, eh? ;)

This looks nice!

It's a shame most of these projects will fail like Cpl said. :crying:

Fail? I never said they would fail! I just said their finished product probably won't be as good as ours! (No offense to the people who are working on these projects.)

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Fail? I never said they would fail! I just said their finished product probably won't be as good as ours! (No offense to the people who are working on these projects.)

Ok, got it wrong then. 75% of them will probably fail anyway.

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Yeah, I'm waiting for one of them to reply with the same question :D I haven't quite though up a good quip yet, but I was thinking along the line that you can't destroy the level ground (hills, yes, but not flat ground).
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Yes, and at least in the original skyranger and other human tech ships were undestructible. Don't know how will it be done in xenocide though. In TFTD triton could be destroyed with sonic pulsers! (->alien grenades) So I think we should make it destroyable too?

 

edit:

oh and btw, nice job making this project more known again micah :wink:

Edited by Nyyperoid
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Almost every other forum of an X-Com clone, has fewer then 50 members. Project Xenocide has over 400.

Yes but 50 people with nothing else to do are way more efficient than 400 with school/work/life etc. It seems that some of the other projects has people who are making the game all day long. I don't think Xenocide has even one member who has so much time to do it.

Surely commercial projects have developers working full day. But the main goal of such projects is making money, so they can't polish every feature of the game and make it really perfect, their games are created for casuals, not real x-com fans. This is our strength, we can make very good games, but it can take a lot of time though.

 

So the point is:

We may not be as efficient, BUT we have more people so the risk of failing is not an issue, for every retiring member, there comes 3 members more in to the project :) And 400 members will come up with a lot more ideas than 50! These two things are our strengths I think.

The ideas are not so important in fact, for example we have lots of cool ideas for UFO2000. The only problem is that real developers and designers are required to implement them all :)

In addition, as more people work together, much more time is spent on communication. This is especially true for internet based projects when people can't meet in real. So the number of members correlates with the success of project but is not a key factor. A good team with 10 member working in the same office can really make wonders.

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  • 1 month later...
i just got done with 3 missions from AI....im not going to lie...its not that damn bad... needs a lot of polishing in the Combat department but not that bad...kinda sucked not knowing how much those damn aliens got hurt if any... something we need to think about...if it hasnt already been addressed...showing on the character models the level of injury...something like if i hit a shoulder my guy would clutch his arm, leg..he would limp...face, he would bob or something, of course all these things would make then less accurate, more TUs per move, or cant see as far as others... Edited by XcomVic
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There are some nice graphics in that one, though graphics really don't make the game. (UFO Defense is sheer proof of that)

 

A few of the weapons are copied from Halo, and I also like Xenocide's Geoscape better. Also, the game seems a bit reminiscent of a third person shooter, at least from the screenshots. I didn't see if it was a turn-based strategy game though.

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A few of the weapons are copied from Halo, and I also like Xenocide's Geoscape better. Also, the game seems a bit reminiscent of a third person shooter, at least from the screenshots. I didn't see if it was a turn-based strategy game though.

if u play the demo you'll know it's a TBS.

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As long as we move forward at SOME rate we will not fail, at some point we may have accomplished enough that even Serge himself might be interested in working on our skirmishview module.

 

Hey guys what do you think of that name? Skirmishview! :wink:

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  • 6 months later...

I think I'll inform you why the add was rejected (and that it was rejected) now that I found this topic.

 

As you said, you have 400 members already, that's about twenty times more than enough to make a game, you have no need for additional help - please correct me if I'm wrong. From what I've seen you are also organized enough to make use of at least a considerable part of these 400 people.

 

Currently we have 9 people working regularly on UFO:ai

1 main coder

1 supporting coder

1 coder/mapper

1 mapper

1 modeler for weapons and creatures

2 modelers for map prefabs

1 musician

1 texter

 

That is sufficient to make a game and all of them have full time jobs or are studying (not at "we only work 20 hours a week" universities). By switching to xenocide they would not be able to contribute nearly as much as what they already have contributed to UFO:ai. And all the work that has been done so far would then have been wasted effort, at the very least 80% of it.

So instead of killing one project, and do negligible contributions to another, we decided to stick with UFO:ai, what has the same result for xenocide, but will lead to another good game - with a second techdemo which will be released within the next few months and the final which will be released before 2007. Disclaimer: This is not an official release date.

Altough we could use some of your artists* in a few months, if you don't mind. Since we share a common goal, we can certainly come to an agreement, right?

:beer:

 

*I'm not talking about using models which are used in, or which were specifically made for, xenocide.

EDIT: But I'm talking about skins, models and animations.

Edited by Sacrusha
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As you said, you have 400 members already, that's about twenty times more than enough to make a game, you have no need for additional help - please correct me if I'm wrong. From what I've seen you are also organized enough to make use of at least a considerable part of these 400 people.

Reading this forum thread, I have noticed that the original poster talked about 400 forum members, not developers. UFO:ai currently has more than 600 forum members, so that's thirty times more than enough to make a game following this logic ;)

 

Currently we have 9 people working regularly on UFO:ai

1 main coder

1 supporting coder

1 coder/mapper

1 mapper

1 modeler for weapons and creatures

2 modelers for map prefabs

1 musician

1 texter

 

That is sufficient to make a game and all of them have full time jobs or are studying (not at "we only work 20 hours a week" universities). By switching to xenocide they would not be able to contribute nearly as much as what they already have contributed to UFO:ai. And all the work that has been done so far would then have been wasted effort, at the very least 80% of it.

So instead of killing one project, and do negligible contributions to another, we decided to stick with UFO:ai, what has the same result for xenocide, but will lead to another good game - with a second techdemo which will be released within the next few months and the final which will be released before 2007. Disclaimer: This is not an official release date.

Altough we could use some of your artists* in a few months, if you don't mind. Since we share a common goal, we can certainly come to an agreement, right?

:beer:

If you are going to start "who has less developers contest", we have much less people working on UFO2000 :) And we all also have full time jobs or are studying just like you.

 

But the idea of helping each other is not so bad. As far as I know, all three projects (Xenocide, UFO:ai, UFO2000) are released under GPL license that allows code sharing in the future. Even if you don't intend to help other people or don't have enough time/resources, we can take parts of code from UFO:ai or Xenocide and use them in UFO2000 ourselves. The idea of adding 3D frontend to UFO2000 does not seem too unrealistic to me (probably based on Xenocide code using Ogre library). On the other hand, you are free to use any parts of UFO2000 code in your projects too.

 

Not very clear is a license for music, sound effects, 3D models though. Are these resources GPL compatible?

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Right, first they mentioned members, then they started to mix things up (assumed we had 50 full time programmers and such ). But if I remember correctly, they did have more than 1000 forum members when the post (not mine) was written... oh well, doesn't matter.

 

The (not yet published) license for UFO:ai is not fully GPL compatible. Currently everything but the code is copyrighted, but the license for the next techdemo is ready and will be used, so the following holds true:

 

You can copy and modify the full program or parts of it and reuse them for non-commercial projects, if they are thematically related to UFO:ai, but you must make mention of the original creators.

 

If you have a similar clause in your license, you can use anything, as long as you mention the "UFO:ai team" in the credits somewhere. If you don't have such a clause ... modelers and mappers won't mind, but our musician will, so you may not copy the soundtrack in that case.

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