Difference between revisions of "X@COM"

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|developer = [[User:Kyzrati|Josh Ge]]
|developer = [[User:Kyzrati|Josh Ge]]
|theme = [[Sci-Fi]]
|theme = [[Sci-Fi]]
|influences = [[X-COM]]
|influences = X-COM
|released = ~January 2012 (early alpha)
|released = ~January 2012 (early alpha)
|updated =
|updated =
|licensing = [[Closed Source]]
|licensing = [[Freeware]], [[Closed Source]]
|language = [[C++]]
|language = [[Cpp]]
|platforms = [[Windows]]
|platforms = [[Windows]]
|interface = [[ASCII]], [[Keyboard]], [[Mouse]]
|interface = [[ASCII]], [[Keyboard]], [[Mouse]]
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== Background ==
== Background ==


The initial goal of X@COM is to put together a more-or-less faithful recreation of the original, though rendered using simple ASCII graphics. This first stage will of course also implement any interface improvements necessary to streamline play (the original had its notable few faults which most remakes attempt to correct). The second stage will expand on game content where possible, not in a way that affects balance or gameplay, but more to expand X-COM's breadth (for example, a greater number of combat environments). An eventual third stage will add exciting optional settings which give the game more depth, options like [redacted].
The initial goal of X@COM is to put together a more-or-less faithful recreation of the original, though rendered using simple ASCII graphics. This first stage will of course also implement any interface improvements necessary to streamline play (the original had its notable few faults which most remakes attempt to correct). The second stage will expand on game content where possible, not in a way that affects balance or gameplay, but more to expand X-COM's breadth (for example, a greater number of combat environments). An eventual third stage will add numerous optional settings and possibilities which give the game greater depth.


This page will be updated with more information soon.
== Progress ==
See the development blog for frequent status updates: [http://xcomrl.blogspot.com X@COM Blog]
 
See the [http://xcomrl.blogspot.com development blog] for frequent status updates/screenshots/videos, or check the [http://xcomrl.blogspot.com/p/f-q.html FAQ] or [http://xcomrl.blogspot.com/p/changelog.html changelog].
 
'''Engine'''
  5% : Interface
'''Battlescape'''
75% : Mechanics
10% : Data
10% : Visuals
  0% : SFX
  0% : Map Generation
  0% : AI
'''Geoscape'''
  0% (not implemented until battlescape complete)
 
== Notable Features ==
 
Currently Implemented:
* 3D environment
* Sideview map for aiming in third dimension
* Gravity effects on terrain (optional)
* Particle engine for visual effects
* All data loaded from text files
* Highly flexible/modular data for easy and creative modding


== Copyright ==
== Copyright ==


The X-COM name and content is the property of its respective copyright holder--this is a free fan project.
The X-COM name and content is the property of its respective copyright holder--this is a free fan project.

Revision as of 01:54, 8 September 2011

X@COM
Alpha Project
Developer Josh Ge
Theme Sci-Fi
Influences X-COM
Released ~January 2012 (early alpha)
Updated
Licensing Freeware, Closed Source
P. Language Cpp
Platforms Windows
Interface ASCII, Keyboard, Mouse
Game Length
Official site of X@COM


A complete remake of the original X-COM, console-style.

Background

The initial goal of X@COM is to put together a more-or-less faithful recreation of the original, though rendered using simple ASCII graphics. This first stage will of course also implement any interface improvements necessary to streamline play (the original had its notable few faults which most remakes attempt to correct). The second stage will expand on game content where possible, not in a way that affects balance or gameplay, but more to expand X-COM's breadth (for example, a greater number of combat environments). An eventual third stage will add numerous optional settings and possibilities which give the game greater depth.

Progress

See the development blog for frequent status updates/screenshots/videos, or check the FAQ or changelog.

Engine

 5% : Interface

Battlescape

75% : Mechanics
10% : Data
10% : Visuals
 0% : SFX
 0% : Map Generation
 0% : AI

Geoscape

 0% (not implemented until battlescape complete)

Notable Features

Currently Implemented:

  • 3D environment
  • Sideview map for aiming in third dimension
  • Gravity effects on terrain (optional)
  • Particle engine for visual effects
  • All data loaded from text files
  • Highly flexible/modular data for easy and creative modding

Copyright

The X-COM name and content is the property of its respective copyright holder--this is a free fan project.