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Another Xcom "remake"


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#1 Laitanyel

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Posted 14 January 2004 - 05:05 AM

http://ufo.myexp.de/?id=news

Check it out. Looks a bit fastwork, but the models are nice.

#2 Puasonen

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Posted 14 January 2004 - 05:32 AM

Check the forums and you see it has been found ages ago..

http://www.xcomufo.c...?showtopic=3301
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#3 Cpl. Facehugger

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Posted 14 January 2004 - 02:20 PM

Yes indeed. Personally, I think they are good. Almost as good as us. We'll have to see their finished product to judge them though.
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#4 j'ordos

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Posted 14 January 2004 - 02:48 PM

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? ;)
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#5 Cpl. Facehugger

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Posted 14 January 2004 - 02:55 PM

Most of those other projects will fail, like EDF did. That is my take on it, feel free to disagree.
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#6 Laitanyel

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Posted 15 January 2004 - 02:12 AM

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!!!

#7 fux0r666

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Posted 15 January 2004 - 03:03 AM

UFO:AM looks like a cheesy, b-rate 80's movie. I think we could probably shoot a little higher than that.

Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging


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#8 Puasonen

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Posted 15 January 2004 - 05:45 AM

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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#9 NickJones

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Posted 17 January 2004 - 08:39 PM

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.

#10 Puasonen

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Posted 18 January 2004 - 04:04 AM

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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#11 Robo Dojo 58

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Posted 18 January 2004 - 07:37 AM

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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Secondly: This organisation takes too much money to run. Weapon shipments will come from Siberia from now on. Costly maintenance is to be cut on all facilities. That includes venting.
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#12 Puasonen

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Posted 18 January 2004 - 10:58 AM

I agree.
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#13 Cpl. Facehugger

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Posted 18 January 2004 - 11:48 AM

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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#14 Puasonen

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Posted 18 January 2004 - 01:31 PM

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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#15 Cpl. Facehugger

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Posted 18 January 2004 - 02:17 PM

I know. Its pretty sad. We have to remember not to fail. Many, many people are counting on us... We must defeat the alien brain! Err, I got a little carried away there.
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#16 Micah

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Posted 18 January 2004 - 05:05 PM

Interesting topic about UFO: Alien Invasion....

http://www.gonegold....c&f=14&t=002583

#17 Cpl. Facehugger

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Posted 18 January 2004 - 06:08 PM

What? Only 99% destructible!? What about that other one percent! :P
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#18 Micah

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Posted 18 January 2004 - 06:39 PM

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).

#19 Puasonen

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Posted 19 January 2004 - 01:50 AM

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, 19 January 2004 - 01:50 AM.

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#20 Serge

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Posted 19 January 2004 - 03:38 PM

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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#21 XcomVic

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Posted 21 February 2004 - 09:32 PM

WE WILL NOT FALL!!! WE WILL BE THE BEST!!! WE WILL TAKE OUR TIME AND DELIVER A KICK A S S GAME!!! SO SAYS THE ALMIGHTY SECTOID HATER--->(Insert Name Here)

Edited by XcomVic, 21 February 2004 - 09:33 PM.

...just a thought...

#22 Cpl. Facehugger

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Posted 21 February 2004 - 10:07 PM

We won't fail. Xenocide is still the most anticipated Xcom remake on the net. Besides, UFO:Alien Invasion isn't even an Xcom remake. It is more like an Xcomish game like Aftermath.
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#23 XcomVic

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Posted 21 February 2004 - 11:21 PM

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, 21 February 2004 - 11:22 PM.

...just a thought...

#24 Xer0

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Posted 25 February 2004 - 03:34 PM

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.

#25 SupSuper

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Posted 25 February 2004 - 06:20 PM

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.

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#26 stewart

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Posted 26 February 2004 - 08:13 AM

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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I'm starting to like the heavy cannon more and more.

#27 SupSuper

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Posted 26 February 2004 - 08:24 AM

WTF is a skirmishview module?!? battlescape or something?

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#28 FrozenIceman

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Posted 26 February 2004 - 09:24 PM

Why not join them or ask them to join us? maybe a joint venture? for xenocide and UFO: EXTRATERRESTRIAL It would defentatly move both projects faster and it would allow a share of ideas. We both like XCOM I see common ground?

#29 FrozenIceman

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Posted 26 February 2004 - 09:27 PM

I have placed the add, only time will tell what will happen...

#30 Sacrusha

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Posted 07 September 2004 - 09:53 AM

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, 07 September 2004 - 09:54 AM.


#31 Serge

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Posted 08 September 2004 - 04:51 AM

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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#32 Sacrusha

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Posted 08 September 2004 - 05:58 AM

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.