We’re playing around with some of the settings for that but it’s looking good. We’re trying to make it look as if they’ve hit the ground and the UFO’s taken some damage, so it looks a bit more realistic. We’ve re-done the tiles for the drop ships, and we’re currently working on doing the tiles for the UFOs, because you know in X-COM, obviously if you shoot down a UFO it basically just sits there on the ground. We’ve also put in the ground tiles, the farmyard tile set, we’re working on some of the other ones. We’ve also been putting in more than one tile set, when you were playing it there was only the industrial tile set there, and we’ve re-done the ground tiles for that. It took us a bit of time to set up the workflow and get all the tools coded to do that, but the guy’s done a really good job with that, so what you’ll be seeing in upcoming screenshots that we’ll send through is the ground looks a lot more attractive, and because of that the maps look quite a lot more appealing, there’s a lot more variation there. We’ve got some program to do that, some tools which slice up automatically, and we can stick it in the game that way. Which meant you can’t have much detail in them because, if you have a lot of detail in them and you put several of them next to each other it’s really obvious, so we’ve hired a guy to do the ground tiles as a bigger block - say like 10 by 10 tiles - and then we’ll slice that up. Recently we’ve hired a new artist to re-do all the ground tiles because the big problem with a lot of the maps was there’s relatively large expanses of open terrain, and under the previous system we had tiles that repeated. RPS: What’s going on with Xenonauts generally, apart from the AI stuff you’ve mentioned that you’ve gone to redo, was it the art, a little bit?Ĭhris England: Yeah, you last saw it back in October? And the game looked ok at the time, it was nothing spectacular, it got the job done. You join us just after I've been apologising profusely for being rubbish at replying to emails, and Chris has been discussing how the game's AI is currently being overhauled. We've already chatted to Firaxis about XCOM: Enemy Unknown at length, but what did that shock news mean to Goldhawk lead Chris England? Here, I chat to Chris about his initial reaction, why it doesn't spell horror for his project, where he's at with Xenonauts at the moment, what's planned for the future, how he believes Xenonauts will be better than X-COM and whether spending his life savings on making the game has paid off.Īlso, IKEA UFOs and drinking eight pints. Then, on January 5, 2012, 2K and Firaxis announced they were making an official modernised X-COM. Up until January 5, 2012, the mega-ambitious Xenonauts, Goldhawk Interactive's Cold War-set tale of alien invasion, was our number one hope for a modernised X-COM.
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