


This topic is about essential questions, and with _real_ answers (not wishes) we can say what this project will look like. Though, I can presume you probably don't really care about where this project will go after you get battlescape part working "similar to original". I'm saying about planning things before implementing them.ĭo you, Daiky, want to face situation when you'll need to redo many things? I bet you don't, me either. And you shouldn't invent something new when almost everything is done - that would be frustrating.īecause changing even smaller parts, or adding something may lead to reconsidering many things. Quote from: Volutar on September 13, 2012, 01:13:21 pm Before start coding you should be having a plan, some vision of what you want to get. That's the list, sort of "plan" to consider of, to change, and finaly to convert into more solid form of object structures, hierarchy, and interaction methods, which someday would be easily coded. Unit mechanics (body parts, organs, perceiving capabilities, psychological state, different health aspects affecting on tiles, and on weapon/using/moving/aiming/etc). Unit-tile movement/still mechanics (different postures, moving through obstacles, crawling, climbing, strafing, different TUs cost for different tile movement through and standing on penalties or bonuses, possibility to make some damage to the floor tile by simple standing or moving on it, depending on weight) Damage mechanics (storing of current health or number of "healths" for each map tile, different damage types - thermal, explosive, penetrative, cutting, and mix for example you make almost no damage to hay pile with a knife) Tile physics (inter-tile link breaking tile+tile interaction predictable effect of structure damage and collapsing) Tile structure (voxel objects, visual - four angles, animation, and bunch of different properties probably different visual for different health) Map structure (random map assembling, AI pathing, tile linkage) I'd like to share some thoughts about what game aspects should be considered and assembled into "new xcom" or "xcom after 1.0" if you wish: It's not really necessary to directly stand in xcom1 shoes with all its limitations, bugs and effects. And of couse it will be possible to "simulate" xcom1 look and feel. But this new "engine" will be able to cover everything from ja to xcom. It's quite possible to assemble common things, think over things that could be advanced, and create new game design (I mean tactical part of course). Jagged Alliance, XComs have similar battle mechanic. Really I don't want to start new project.
