So what do we have here in this Xcom wannabe?
* A single hardcoded map.
* Destructible terrain.
* 3 Hardcoded squad members with a different weapon each.
* A single monster type with shoot and hide AI.
* Aimed and Snapshot firing modes.
That's about it. Oh, and it's Mac OSX only at the moment. If anyone
can prove it at least runs on someone else's computer I'd be most
grateful.
http://enemyx.googlecode.com/files/EnemyX.app.zip
What's planned?
* Steampunk theme! Begone boring Xcom clones with marines and grey
aliens. I want brass monocles, compressed air bazookas, cog beasts
with tentacles, Fur coat armour with spikes on springs.
* Story driven plotlines with hardcoded maps.
* Techtree of some sort likely.
* A new name. EnemyX is not Steampunk.
Hi skreeg,
It crashes on startup here. I'm running 10.5.8 on Intel. Crash report is below:
Process: EnemyX [42942]
Path: /Users/reardonj/Downloads/EnemyX.app/Contents/MacOS/EnemyX
Identifier: org.scorch.EnemyX
Version: ??? (???)
Code Type: X86 (Native)
Parent Process: launchd [316]
Date/Time: 2009-11-17 07:23:32.811 -0500
OS Version: Mac OS X 10.5.8 (9L30)
Report Version: 6
Anonymous UUID: F4BEF2CD-EF52-4771-A11C-49C3FF218456
Exception Type: EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000
Crashed Thread: 0
Dyld Error Message:
unknown required load command 0x80000022
Runs perfectly on my Snow Leopard 10.6.2 MBP2,2 :-)
> http://enemyx.googlecode.com/files/EnemyX.app.zip
>
> What's planned?
>
> * Steampunk theme! Begone boring Xcom clones with marines and grey
> aliens. I want brass monocles, compressed air bazookas, cog beasts
> with tentacles, Fur coat armour with spikes on springs.
> * Story driven plotlines with hardcoded maps.
> * Techtree of some sort likely.
> * A new name. EnemyX is not Steampunk.
I suppose, it's a techdemo.... so let me say upfront, I already like
what I see.
Try to get some inspiration from jagged alliance as well... it's not
only xcom, you know ;)
Some suggestions:
- consolidating keys. <t><move><enter><a> is a little bit cumbersome.
- on monster move in next round keep the <t>arget automatically on the
monster (if still visible)
- fat guns -> multi-cell mayhem!
Hmm. Perhaps my Snow Leopard upgrade has bumped the project build
settings up so it won't run on 10.5. I'll check that as it should run
on at least Tiger.
Somehow I never played Jagged Alliance. I should try and track down a
copy. However, I'm not aiming at a strict XCom clone even in gameplay.
At present it uses the general TBS with AP system thats in this style
of game. As it progresses I have no qualms in changing things.
> Some suggestions:
> - consolidating keys. <t><move><enter><a> is a little bit cumbersome.
Yeah. T is really meant to targetting non-monsters or terrain that you
want to destroy. R cycles through visible monsters.
> - on monster move in next round keep the <t>arget automatically on the
> monster (if still visible)
Agreed. Targetting actually targets the Tile Position, not the monster
but this is easily doable.
> - fat guns -> multi-cell mayhem!
Oh yes! How about spread guns? 3, 5 and 7 way (once you research the
needed "augmentations". Spinning grenades or Catherine Wheels that
spit out death on a expanding radial path. Projectiles that can stick
to walls then spread fire backwards from impact allowing you to spray
round corners.
Hold up, getting ahead of myself. Let's get a title screen in
first. :)
you, sir, are an evil genius mastermind.
release, i say!
Yep, looked like something cheeky happened to my build. I've uploaded
it again and should now work on 10.4 upwards.