UFO:Alien Invasion

General => Discussion => Topic started by: roboticman on October 12, 2008, 01:59:51 pm

Title: Great project!
Post by: roboticman on October 12, 2008, 01:59:51 pm
Just wanted to tell you that the game is extremely promising, I manage an IT consultancy and wanted to let you know that you have a little diamond here (just needs shaping, but the diamond is there).

The gameplay is interesting, the storyline (as far as I have advanced) seems compelling, and it is the first game to really understand what was great about UFO enemy unknown.

As outstanding features I would raise first person perspective and the variety on weapons, I thought that 3d would never be a good alternative to isometric 2D but changed my mind after seeing how you play with the camera.

Stability seems good, remember always to keep stability as good as you can, even if you are keeping some features not available on the release version. And about guys telling you how to work on SVN (WTF of an argument), or not reading about destructible terrain issues… screw them!.

Keep up the good job , two thumbs up.
Title: Re: Great project!
Post by: Amtep on October 12, 2008, 02:09:32 pm
Have you already seen the first person view you get with the 'v' key? It's great for figuring out whether you can shoot an alien through a window.

(Maybe this mode needs a UI button, like a little 'sniper sight' icon)
Title: Re: Great project!
Post by: BTAxis on October 12, 2008, 03:01:37 pm
He did point out he liked the FPV, so I'd say he has.
Title: Re: Great project!
Post by: roboticman on October 12, 2008, 03:52:43 pm
He did point out he liked the FPV, so I'd say he has.

lol. yep! :D.

After publishing that I read that someone suggested taking out that feature  ???, taking out features is not good business most of the times, especially when there is yet a lot to add, only my two cents of course.
Title: Re: Great project!
Post by: Amtep on October 12, 2008, 04:02:32 pm
Oh ok. I thought "outstanding feature" meant "feature still outstanding", that is, not implemented yet :)
Title: Re: Great project!
Post by: BTAxis on October 12, 2008, 04:10:48 pm
After publishing that I read that someone suggested taking out that feature

No, actually that's mattn, who's crusading against it. And since he's the boss, that's pretty much all she wrote. He wants to supplant it by a 3d person view that prevents any ceiling surfaces from being visible.
Title: Re: Great project!
Post by: roboticman on October 12, 2008, 04:31:01 pm
No, actually that's mattn, who's crusading against it. And since he's the boss, that's pretty much all she wrote. He wants to supplant it by a 3d person view that prevents any ceiling surfaces from being visible.

I think the first person view gives an immersion in the game worth having, and I hate first person shooters.
Title: Re: Great project!
Post by: BTAxis on October 12, 2008, 04:35:33 pm
Yeah, mattn is the only guy who hates it, really.
Title: Re: Great project!
Post by: Ebenezer Grymm on October 13, 2008, 02:38:54 am
The 1st person view is really good when you want to use it.  I can see taking out features that are game breaking or consume too many game resources, but the ability to use a 1st person view is neither.  It's just a camera angle.  Please keep.
Title: Re: Great project!
Post by: Mattn on October 13, 2008, 07:22:52 am
Quote
He wants to supplant it by a 3d person view that prevents any ceiling surfaces from being visible.

see the other thread please - i don't want to discuss this over and over again - the game is not made for fpv, it's optimized for birds view and thus some stuff might be invisible (walls in rooms and so on, when you enter fpv). That's why it must be removed or better replaced by something better.
Title: Re: Great project!
Post by: Darkpriest667 on October 16, 2008, 12:12:15 pm
or not reading about destructible terrain issues… screw them!.

Keep up the good job , two thumbs up.



its only noticeable your life has never depended on the kind of cover you were sitting behind... There is a large tactical difference between being behind a wooden fence (light to no cover) and being behind 10 feet of concrete...


When bullets start flying and grenades and other nasties in the night.. and youve been there.. you might understand how important the terrain destruction is... thats not even going into the concussion properties of explosions or bullets flying so close to your head you can hear the wizzes... even though you are half deaf from no ear protection...

After you've been in a firefight or two you'll realize how damned important hardened cover is and you might agree with myself and others that pressed the point



HOWEVER, you are right this game does give you some appreciation of how awesome XCOM was.... and it is a diamond no doubt about that...
Title: Re: Great project!
Post by: ghosta on October 16, 2008, 04:11:39 pm
Darkpriest we know that too... but we would have already changed it if it would be that easy...
Title: Re: Great project!
Post by: Amtep on October 16, 2008, 10:27:35 pm
I noticed that the wiki has 3D Engine Switch (http://ufoai.ninex.info/wiki/index.php/TODO/General#Engine_switch) as one of the TODO items, proposing Ogre or Crystalspace. Would either of those allow for destructible terrain?
Title: Re: Great project!
Post by: BTAxis on October 17, 2008, 02:14:20 am
Please do not turn this thread into another destructible terrain discussion.
Title: Re: Great project!
Post by: Darkpriest667 on October 17, 2008, 03:55:55 am
i know its the quake engine.. the game is a diamond no doubt.. I voted for it 2 times and ive played a lot of games through sourceforge and others... Its still my favorite and even unfinished i still find myself coming back to it.. I love it :-p dont misunderstand me :-p
Title: Re: Great project!
Post by: Mattn on October 17, 2008, 07:13:19 am
I noticed that the wiki has 3D Engine Switch (http://ufoai.ninex.info/wiki/index.php/TODO/General#Engine_switch) as one of the TODO items, proposing Ogre or Crystalspace. Would either of those allow for destructible terrain?

Keep in mind that this will not happen in the next years - we put a lot of work into our current engine and we will evolve it even more. it's far more advanced than the stock q2 - and we even updated our renderer (see www.quake2world.com).

the engine switch is something i don't really want and i don't really see the point... but that's another topic and must not be discussed here.
Title: Re: Great project!
Post by: Mustang on October 23, 2008, 01:19:38 am
Destructible terrain.  Meh.  Marginal benefits for a ton of work.  Very rarely in real life is it tactically beneficial to blow up a hill to get at a person behind it.  You're better off figuring out tactics that get you into a better position, and remember, if you blow something up on your turn, it opens up the enemy to use that space to his advantage on the next.

Anyway, not sidetracking for that issue, just wanted to echo in on the title and OP.  Great game, and still want to keep my thanks going to you guys for keeping the project going.  Really looking forward to 2.3.
Title: Re: Great project!
Post by: Chriswriter90 on October 23, 2008, 05:08:51 am
Yeah, mattn is the only guy who hates it, really.

Then why can't we out-vote him on the issue?
Title: Re: Great project!
Post by: BTAxis on October 23, 2008, 12:13:03 pm
Because he's the boss. Remember, the internet isn't a democracy.
Title: Re: Great project!
Post by: Winter on October 23, 2008, 12:29:49 pm
Yep, Mattn doesn't want it, therefore it's not going in. It's not up for a vote. We work together with give and take based on our areas of expertise, not some kind of free-for-all that would screw up any decision-making process beyond words.

In my view, destructible terrain isn't particularly necessary in a game like UFO:AI --  but I do like the idea of hard and soft cover, having certain surfaces allow bullets or blasts through in a limited way, mediating their damage and/or flight path. It'd be nice to figure out the viability of that idea.

Regards,
Winter
Title: Re: Great project!
Post by: Aarontu on October 24, 2008, 04:09:07 am
In my view, destructible terrain isn't particularly necessary in a game like UFO:AI --  but I do like the idea of hard and soft cover, having certain surfaces allow bullets or blasts through in a limited way, mediating their damage and/or flight path. It'd be nice to figure out the viability of that idea.

Regards,
Winter

Some soft cover that certain weapon types could penetrate would be very cool. Are decals possible with the game's engine? If destroying a wall isn't possible, maybe scorched or bullet-ridden decal textures could be stuck onto walls that are hit by weapons. It would make it look like terrain was somewhat destructible, anyway. Combine that with the 'soft cover' concept and it may be the next best thing to actual destructible terrain.
Title: Re: Great project!
Post by: Winter on October 24, 2008, 09:03:22 am
Some soft cover that certain weapon types could penetrate would be very cool. Are decals possible with the game's engine? If destroying a wall isn't possible, maybe scorched or bullet-ridden decal textures could be stuck onto walls that are hit by weapons. It would make it look like terrain was somewhat destructible, anyway. Combine that with the 'soft cover' concept and it may be the next best thing to actual destructible terrain.

I think decals are possible but I'm not entirely sure. Anyone?

Regards,
Winter
Title: Re: Great project!
Post by: BTAxis on October 24, 2008, 12:16:28 pm
I think we've already got them.
Title: Re: Great project!
Post by: freegamer on October 24, 2008, 03:22:19 pm
I think destructible terrain is pointless.  However, destructible objects are not.  Powerful weapons should disintegrate wooden fences etc.
Title: Re: Great project!
Post by: BTAxis on October 24, 2008, 03:49:19 pm
Same difference.
Title: Re: Great project!
Post by: shevegen on October 27, 2008, 10:23:32 pm
freegamer, although I am somewhat neutral on this, I think what is possible in reallife should be possible in a game environment as well.
I agree on balancing issues etc... to not simulate 100%, but whenever I see any object in game, I think it should be destroyable in principle.
Whether it makes sense or not should not matter, it would simply be fun to explode half of an area ingame, and watch at the new area
afterwards... BURN baby BURN! ;)