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 = | |influences = X-COM | ||
|released = ~January 2012 (early alpha) | |released = ~January 2012 (early alpha) | ||
|updated = | |updated = | ||
|licensing = [[Closed Source]] | |licensing = [[Freeware]], [[Closed Source]] | ||
|language = [[ | |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 | 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: [http://xcomrl.blogspot.com | |||
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.