UFO:Alien Invasion

Development => Design => Topic started by: BTAxis on April 07, 2006, 12:22:28 pm

Title: Storyline, tech tree, general content design
Post by: BTAxis on April 07, 2006, 12:22:28 pm
This thread is outdated and none of it is applicable to the current development. It's kept here only for archival purposes.

--Winter



Okay. It's a good thing UFO:AI is in development, and it's getting better all the time. But there's not much going on with the actual game design. With "game", I mean here the content; things like the storyline, the tech tree, weapons, equipment, enemies. If this stuff doesn't appear sooner or later, we'll end up with a working game engine, but with nothing more running on that engine than a demo. A few weapons, a few aliens, but not a full-fledged UFO game.

So, what needs to be done?
- Storyline. Who are the aliens? Where do they come from? What sort of technology do they have? Why are they attacking Earth? How can they be defeated?
- Tech tree. Closely related to the storyline, the player has to find out the answers to the questions above through research. So there need to be research topics, requirements, etc.
- Enemies. As far as I know there are two types of aliens (correct me if I'm wrong here, people). I think we need six or seven or so, some of which will appear later in the game. For this we need models.
- Equipment. What exists now is basic human weaponry (rifles, pistols, grenades), some early tachyon/laser weaponry and some early alien weaponry. Those last two weapon types in particular need to be expanded, and don't forget balancing of all the weapons. Also, there should probably some additional stuff like smoke grenades (if and when support for them is added), mines/traps, stun weaponry, deployable turrets, you name it.
- More maps. What we have now is pretty good, but you can never have enough maps.
- Things I haven't thought of in this post. Feel free to brainstorm with me.

So, this needs to be done. I can take a shot at creating a storyline myself, although it's doubtful i'll come up with something original and useful. I'm no modeller, though, so we should start recruiting some.

EDIT by hoherer
This thread has been splitted into several sub-topic/threads. You might want to see there for more recent information:
Design: Storyline (http://ufo.myexp.de/phpBB2/viewtopic.php?t=80)
Design: Tech tree (http://ufo.myexp.de/phpBB2/viewtopic.php?t=85)
Design: Equipment (http://ufo.myexp.de/phpBB2/viewtopic.php?t=78)
Design: UFOs (http://ufo.myexp.de/phpBB2/viewtopic.php?t=81)
Design: Aliens (http://ufo.myexp.de/phpBB2/viewtopic.php?t=79)

There are more threads though, but these are the main ones.
EDIT end
Title: Storyline, tech tree, general content design
Post by: Hoehrer on April 07, 2006, 01:37:58 pm
I've written a short prolog some time ago. It had to be removed recently 'cause it made the game crash in the current form, but the text is still available in the old revision:
http://svn.sourceforge.net/viewcvs.cgi/ufoai/ufoai/trunk/base/ufos/seq_intro.ufo?view=markup&pathrev=381

Nothing fancy, but i think it's a good introduction for the player.

TODOs:
* Make it work again without crashing (using no newlines would be a hassle though IMO)
* extend the text to make it a seamless introduction into the "build your first base and do other stuff" phase of the game.


Werner
Title: Storyline, tech tree, general content design
Post by: BTAxis on April 07, 2006, 03:41:01 pm
I've written up some tentative stuff:
Aliens (http://svn.sourceforge.net/viewcvs.cgi/ufoai/ufoai/trunk/src/docs/alien_types.txt?view=markup&rev=416)
UFOs (http://svn.sourceforge.net/viewcvs.cgi/ufoai/ufoai/trunk/src/docs/ufo_types.txt?view=markup&rev=416)
Basic storyline (http://svn.sourceforge.net/viewcvs.cgi/ufoai/ufoai/trunk/src/docs/storyline.txt?view=markup)

Note that half of this is totally made up, and the other half is implicit. But it's a start.
Title: Storyline, tech tree, general content design
Post by: Hoehrer on April 07, 2006, 04:30:14 pm
i like it so far... maybe the only thing i'm a bit unsure about is the fact that out organization (whatever it's called right now) has very little equipment/personell given that the whole world is financing it
I think we could do it two ways:

* As i've written in my first draft of the prolog a crisis-ridden world (poor countries) would be a better start ... where there is not enough money there is no euipment/etc.. and the aliens have better luck infiltrating a shaken country/world

* The second possibility would be to make our organization only the speedy task-force which mostly handles the faster ufos and special cases of aline-attacks like terror sites. But local armies/air-forces are fighting the aliens where they _can_ as well. ... which is not often (since they are not flexible enough), but would be cool as a 'news report' on the side.

EDIT: There surely are more possibilities and we could even combine multiple.
Werner
Title: Storyline, tech tree, general content design
Post by: BTAxis on April 07, 2006, 04:57:23 pm
Anything is possible. What I wrote is pretty damn inconsistent with what's in the UFOpaedia right now, anyway. As long as it works, I suppose.

The way I see it, "X-COM" is an elite organization, so they only recruit the very best soldiers there are. They also only emply brilliant scientist. They'd have to be to be able to crack alien technology in a matter of weeks. So that's how I'd explain the small staff roll.

In a "poor" world, there would not be a basis for an organization like X-COM. In a crisis-ridden world, you don't get universities that churn out scientists. Also, there'd be nothing much to protect from the aliens if the world was in ruin anyway. It would make saving the earth feel a bit pointless, IMO.
Title: Storyline, tech tree, general content design
Post by: Hoehrer on April 07, 2006, 05:12:42 pm
ok, makes sense to me. I took the liberty and modified your "Opening story" a bit and added some details (still curning on some of them).

If you see somthing that is not good please critic:
EDIT merged into svn
http://svn.sourceforge.net/viewcvs.cgi/ufoai/ufoai/trunk/src/docs/storyline.txt?view=markup


EDIT: added norway and switzerland
EDIT: added rough prolog draft
EDIT: added first instructions
EDIT: added research-tree entries
EDIT: merged into svn

Werner
Title: Storyline, tech tree, general content design
Post by: BTAxis on April 07, 2006, 05:20:37 pm
Looks good to me. The more details the better.

Perhaps we should put Norway and Switzerland in the GEU. Switzerland is slowly getting integrated right now, anyway.

I first called the earth forces "Sentinel", because I liked the word. But then I chose "Phalanx" because it has an X in it. Heh. The current UFOpaedia has them as the GDF, which I think is the most uninspired name ever. That goes for a lot of stuff in the current UFOpaedia. But most of it will be rewritten anyway, because what's in there has no background design whatsoever, and I don't feel like coming up with stuff around it just so we don't have to rewrite it.
Title: Storyline, tech tree, general content design
Post by: Hoehrer on April 07, 2006, 06:10:14 pm
updated the post above.

Werner
Title: Storyline, tech tree, general content design
Post by: BTAxis on April 07, 2006, 06:35:44 pm
More TODOs:
- Create weapons hierarchy design (Initial draft completed)
- Create facilities design
- Add psionic abilities to documentation
- Create soldier stats and stat increase design

Also, maybe you should lay off on the po format for a bit. We may need to rewrite a lot of stuff before we have something we can go with.
Title: Storyline, tech tree, general content design
Post by: BTAxis on April 07, 2006, 09:23:03 pm
I made a first draft of the weapon hierarchy (http://svn.sourceforge.net/viewcvs.cgi/ufoai/ufoai/trunk/src/docs/weapon_hierarchy.txt?view=markup). This is about all the equipment I imagine would be in the game. Perhaps there should be some more items (stun rods? Ninja swords?), and perhaps some of the weapons I wrote up should be scrapped. I'm thinking of the weapons that assume functionality that isn't, in fact, in the game. I have no idea how feasible it all is.

Eventually, there needs to be a lot more design info on the weapons, such as clip capacity, damage, etc. For now, though, I believe it's important that we come up with a more or less finalized list of equipment. We can then present that list to 3D modellers so they have an idea what to model.
Title: Storyline, tech tree, general content design
Post by: Hoehrer on April 07, 2006, 10:20:09 pm
Some brainstroming from my side... i'm not arguing for anything of that to get included, just listing it.

Weapons/items that we could include:
* EMP grenades  - Especially to disable those evil Hovernets and Cyborg Ortnok for a short time.
* deployable/portable (energy) shields - might not be a good idea per se
* alien plasma blade (may not be a good/often used weapon of choice, but is devasating if used by aliens)
* Foam gun ... why stunning the alien when you can make it in-animated ;) ... just an idea
* Automated weapon platforms - Can also store equipment for other teram members (ammo, medipacks, etc...)
* EDIT Jetpack (no armor, but lighter and faster).
* EDIT spy drone

Alien types that came to my mind:
* Parasites - Small worm-like creatures that infect your soldier and kills/mutate/whatever it. If the target is killed the worms duplicate and spread.
* Cyborg cows - for the ufo-fanboys out there ;) ... just kidding
* Alien plants - Extra terestial plants that are hazardous (pollen/dust) to humans when standing next to them. (in alien bases/ships)
* Small attack critter - basically the 'nicer' (do not mix that up with "non-lethal") and smaller version of the Shevaar (EDIT i don't mean the shape/species here)... that is a pretty fast close combat (and maybe ranged combat) attacker.

Also i think a discussion about soldier enhancements (human cyborgs?) or even robots (but why take robots if you can have smaller weapon platforms that are easier to build and do the same) is needed.
EDIT I think (maybe only advanced) psi-abilities should require at least one enhancing implant.

Werner
Title: Storyline, tech tree, general content design
Post by: Hoehrer on April 07, 2006, 10:40:40 pm
Technology descriptions for public comment

Moved to Design: Tech tree - thread (http://ufo.myexp.de/phpBB2/viewtopic.php?p=478#478)

Werner
Title: Storyline, tech tree, general content design
Post by: BTAxis on April 07, 2006, 11:26:32 pm
Quote from: "Hoehrer"

Some brainstroming from my side... i'm not arguing for anything of that to get included, just listing it.

<snip>

Also i think a discussion about soldier enhancements (human cyborgs?) or even robots (but why take robots if you can have smaller weapon platforms that are easier to build and do the same) is needed.
EDIT I think (maybe only advanced) psi-abilities should require at least one enhancing implant.



Hmm. The implants thing sounds good to me. That'd be one way to distinguish X-COM from the "normal" army, too. I'll have to put some thought into this.

I'm asking myself how useful energy shields and plasma blades are when mines do the job of cutting off a passage and all the combat is ranged anyway. And EMP? What sort of damage would it do? Plus they wouldn't be too effective against a flying enemy. I downright don't like spy drones - part of the UFO experience is walking around a corner and running into your friendly neighborhood alien. Plus we have IR Goggles anyway.

Those alien plants sound interesting. They'd give players a gas-based hazard outside multiplayer. They'd have to be in alien botanies, though. No walking plants!
Otherwise, the aliens you propose sound reasonable, though I think we shouldn't create too many of them. However, it did occur to me earlier that I had not catered for a typically psionic alien (I keep wanting to use the term 'psyker', because I like the word, but the Warhammer people would be all over me if I did). I don't really want to create an Ethereal ripoff. It is reasonable to have the Antareans themselves use psi later on in the game, but perhaps we should add a fourth "caste", the psionics. Workers wouldn't have that kind of delicate equipment, Soldiers are too busy pulling triggers and Commanders are too few in number.

About the UFOpaedia descriptions you posted, that's all good with me. I notice you went with tachyons where I put fusion. That's no problem, naming is arbitrary at this point. We'll come up with some convincing bullshit after we fix the core equipment list.

EDIT: reverted your original post, sorry for that. --Hoehrer
Title: Storyline, tech tree, general content design
Post by: Hoehrer on April 07, 2006, 11:46:37 pm
Quote
Hmm. The implants thing sounds good to me. That'd be one way to distinguish X-COM from the "normal" army, too. I'll have to put some thought into this.

Yeah, i always liked human enhancements in games (e.g. Deus Ex)

Quote
I'm asking myself how useful energy shields and plasma blades are when mines do the job of cutting off a passage and all the combat is ranged anyway.

shield: was only a though, didn't think it through.

plasma blade: Thuis would mostly be used by the aliens by a really fast one (run&hit) in close combat  or as a suplementary weapon for 'normal' ones (one hand plas pistol, the other hand holds the blade) so you have the maximum damage given the range to the target. I didn#t intent the player to use it, but maybe some will and it's one of those wepaons everybody underestimates ;) ... we'll see.

Quote
And EMP? What sort of damage would it do? Plus they wouldn't be too effective against a flying enemy

How do you get stunned cyborgs/robots, so you can research them intact/alive? ;)

EDIT: And concerning flying robot-enemies that you deactivvate with EMP ... it doesn't have to be a grenade to do that (maybe an EMP-amplifier rifle) , but if the enemy is near the ground it surely will also be affected by a grenade.
And if it successfully survives multiple hits of hot plamsa and/or explosions and then fall apart when falling down a few meters i think the design is extremly bad ;) ... and even if it falls apart (which we just do not implement ;) on fall), it is not scorched or anything, that might prevent all research.

Quote
I downright don't like spy drones - part of the UFO experience is walking around a corner and running into your friendly neighborhood alien. Plus we have IR Goggles anyway.

fine with me

Quote
Those alien plants sound interesting. They'd give players a gas-based hazard outside multiplayer. They'd have to be in alien botanies, though. No walking plants!

Hmm, walking plants, that sounds funny :) ... but no, you are right. "The thing" has already been made.

Quote
Otherwise, the aliens you propose sound reasonable, though I think we shouldn't create too many of them. However, it did occur to me earlier that I had not catered for a typically psionic alien (I keep wanting to use the term 'psyker', because I like the word, but the Warhammer people would be all over me if I did). I don't really want to create an Ethereal ripoff. It is reasonable to have the Antareans themselves use psi later on in the game, but perhaps we should add a fourth "caste", the psionics. Workers wouldn't have that kind of delicate equipment, Soldiers are too busy pulling triggers and Commanders are too few in number.

Howe aboput we create a similar (genetically engineered) caste of the Antareans, that is e.g shorter/slimmer/whatever and has additional implants to enhance psi-skills? ... i don't really like 'natural' psi-abilities (maybe they _enable_ you to use it, but you still need implants)

Yes, creating too much new specias is a bad thing, but i'm all for using robots (different types of the same model for different roles) or something like that. What do you think?

Quote
About the UFOpaedia descriptions you posted, that's all good with me. I notice you went with tachyons where I put fusion. That's no problem, naming is arbitrary at this point. We'll come up with some convincing bullshit after we fix the core equipment list.

Oh, i really streched things (known facts) with tachyons anyway, so i have no problems if we change them to fusion later ;) ... but on the other hand: fusion weapons seem to be overkill in troop-combat ... i think i'll do some explosive stuff with fusion ... I'll not use tychyon for that.

Watch the post above for updates.

Werner
Title: Storyline, tech tree, general content design
Post by: Killertomato on April 08, 2006, 07:28:20 pm
Mind if I cut in though I'm not part of the dev team?

edit: I have made everything I haven't pasted into the Design: XY threads
bold so it wont be overlooked.

My 2ct:
1) Australia should also be part of a bigger whole. Call it Mikronesia, the South Pacific Alliance, Ozeanien, or Big Bad Downunder ( :wink: ).

2) Flash Grenades should stun everything, also team members for tactical consideration, even cyborgs (temporary optical input overload) within a certain radius for a round or two.
Stun rods are a must IMO for the purpose of capturing aliens. Alien cyborgs however can be researched through remains.
The parasites are a good idea.
Psionic aliens should also be in which take control over- or stun team members.

3) Speaking of effect radius, displaying an estimated effect radius of grenades n such should be visible to avoid bad surprises.

4) Storyline:
Idea 1) The Antareans are agressive and warmongering by default and are constantly seeking to expand their empire. Now they think they found a new inferior race which they deem easy to overcome and integrate into their collection of slave races.
Idea 2) They face extinction if they don't find a new planet suitable for relocation
or
a race which genetical make-up suits their need for repairing a bodily degration but need a constant supply of "spare parts" due to the fact that they can't reproduce the needed material artificially. Therefore they need to invade.
Everything started with an obduction here and there and animal mutilation for the purpose of stuying what's available.

Conclusion for both ideas:
Getting what they want proved more difficult than expected due to heavy resistance. Therefore the attack on Bombay.

5) Mission Type:
Aliens have obducted a set of high ranked politicians or private sponsors.
The UFO was shot down and the prisoners managed to escape. Get rid of the persuing aliens before they get to them!

Aliens have entered a research facility to re-posess recovered material to prevent further breakthroughs. Keep them from getting away with the goodies!


6) Research items
a) Upgrades for sensors, weaponry, armor plating(later shields), propulsion for interceptors.
b) Upgrades for base radar, weaponry, shields to avoid base invasion. If successfully repelled -> crashed ufo mission.
Better base radar should enable to discover stealthed ufos sent to establish bases or such, and enlarge radar radius (these radiuses should definitely be displayed on the world map, btw.).
Later radars could be good enough to detect established alien bases.
c) Anti-psionic tech to counter psionic abilities of aliens either temporarily or permanently.
Title: Storyline, tech tree, general content design
Post by: BTAxis on April 08, 2006, 09:05:19 pm
I think the mission types can be easily scripted, though some AI changes might be needed if the aliens' goal is to escape. On the same lines, I think defense missions might be fun, where you have to keep the aliens from destroying a key object (computer, person, etc). I'm not sure how easy it is to add "goals" like that to the AI, though. It's more complicated than to have individual aliens hunt the human soldiers without some kind of battleplan, as is the case now.
Title: Unmanned Ground Vehicles - with text and research trees
Post by: ProtoArmor on April 08, 2006, 09:53:42 pm
Hoehrer mentioned "smaller weapon platforms" if not robots.  
For now, I suggest this:

Triax UGV
(expensive 3-axle assault vehicle)
-Has machine gun turret and heavy armor
-Repaired automatically after missions
   -other ideas for repair:
      -A repair station on the ship that takes the vehicle's next turn for repairs (or more turns if excessive damage)
      -research "Portable Repair Robot" (Used like med-kit, but for vehicles) to repair vehicles using same number of turns/action points as the repair station
-Ion Research can allow you to create Phoenix UVG (hovering unmanned vehicle)

Here's some resource files I made:

_vehicle_triaxugv_txt:
Triax UGV
Using robotics and artificial intelligence, Phalanx has developed an all-purpose all-terrain assault vehicle for use in ground combat without the need for human intervention.  The Triax UGV has three axles and six-wheel suspension for manueverability on all terrains.  It comes complete with heavy armor, enemy recognition, and a computer-controlled machine gun turret.

_vehicles_phoenixugv_txt:
Phoenix UGV
Using Ion technology, Phalanx has advanced UGV (Unmanned Ground Vehicle) technology to create this mobile, hovering, autonomous weapon.  The Phoenix UGV can achieve strategic manuevers such as floating at any point in mid-air, scouting/attacking through second-story windows, and landing on rooftops.

_weapons_portablerepairrobot_txt:
Portable Repair Robot
The Portable Repair Robot provides Phalanx operatives with the ability to repair mechanical ground units during combat.  It incorporates advanced artificial intelligence and robotics, requires little knowledge to operate, and fits inside a backpack.

Code: [Select]

//========================
// Vehicles
//========================
tech vehicles_triaxugv
{
type groundunit
name "Triax UGV"
description "_vehicles_triaxugv_txt"
up_chapter vehicles

requires initial
time 0
researched true
}

tech vehicles_phoenixugv
{
type groundunit
name "Phoenix UGV"
description "_vehicles_phoenixugv_txt"
up_chapter vehicles

requires iontechnology
time 15
researched false
}

tech weapons_portablerepairrobot
{
type weapon
name "Portable Repair Robot"
description "_weapons_portablerepairrobot_txt"
up_chapter weapons

requires initial
time 10
researched false
}



info:
http://en.wikipedia.org/wiki/Unmanned_Ground_Vehicle
Title: Storyline, tech tree, general content design
Post by: BTAxis on April 08, 2006, 10:02:41 pm
Sounds cool. I think the original UFO had things similar to what you describe. I'm not sure about the repair one, though. Is that something that would add to the gameplay?
Also, you didn't mention, but what size should those UGVs have? I'm thinking 2x2.
Title: Storyline, tech tree, general content design
Post by: ProtoArmor on April 08, 2006, 10:32:04 pm
Quote from: "BTAxis"
Sounds cool. I think the original UFO had things similar to what you describe. I'm not sure about the repair one, though. Is that something that would add to the gameplay?
Also, you didn't mention, but what size should those UGVs have? I'm thinking 2x2.


Yea, don't worry about the portable repair robot.  I agree on 2x2 size for the UGV.

If I do a model, there are a few ways to do it:
-Multiple solids (wheels separate from body that will be programmed to rotate)
OR
-One solid, multiple texture (2 textures that flip back and forth to simulate wheel treads turning)
OR
-One solid, single texture (wheels covered by armor)
what kind of model is easiest to implement in the game?

and, is OBJ format okay?
Title: Storyline, tech tree, general content design
Post by: Mattn on April 08, 2006, 10:47:45 pm
obj file is ok, but a ready to go md2 would be better - contact hoehrer if you use blender - he contacted the author of the ex/importer for md2s

currently the game supports only aliens/enemies/soldiers with size 1x1 - i´m not sure whether we can change this to a bigger size without redoing most of the tracer, pathfinding and inputstuff
Title: Storyline, tech tree, general content design
Post by: Mattn on April 08, 2006, 10:48:29 pm
ah sorry, easiest would be only one model
Title: Storyline, tech tree, general content design
Post by: BTAxis on April 08, 2006, 10:51:24 pm
Quote from: "Mattn"
currently the game supports only aliens/enemies/soldiers with size 1x1 - i´m not sure whether we can change this to a bigger size without redoing most of the tracer, pathfinding and inputstuff

We have a couple of 2x2 aliens on the drawing board, too. I think you can't really avoid having 2x2 units - the applications are too diverse (you could have 2x2 stationary "units" that could act as mission objectives, etc). So, better start looking into this.
Title: Storyline, tech tree, general content design
Post by: overridetzx on April 09, 2006, 01:25:04 am
A possible political situation / political history fleshed out:



===============================
Ufopedia entry: "political situation"
===============================

2084 - A time of relative peace has finally come to Earth. Old wars have been fought out, borders have healed, and governments have stabilized. Former nations and super-nations have coalesced into major political powers, and the United Nations now forms the seat of all World politics. Prosperity is no longer a stranger to many of the peoples of Earth as it once was in the 20th century, and the population now trusts its elected leaders, all experts in their respective fields, to maintain the balance of power and carry them forward into a tranquil, thriving 22nd century.


The Political Powers:

United Americas
Includes the former USA, Canada, Greenland, Cuba, Mexico and the nations of the Central and Southern Americas. After the USA's military activities across the world peaked in 2017, a more inclusive foreign policy in the years that followed was credited as the catalyst for integration with its neighbours and the formation of the Asian Commonwealth and Arab Emirates. Now regarded as a sound moral compass by other World powers, second only to the African Union. Retains its lead in space exploration as a result of the explosion in private enterprise in this area over the past seventy years.


The Greater European Union
The European Union continued its expansion efforts through democratic means to include more and more nations located on the European continent or adjacent to it.

The GEU currently consists of the following countries:
Albania, Austria, Belgium, Bosnia and Herzegovina, Bulgaria, Croatia, Cyprus, Czech Republic, Denmark, Estonia, Finland, France, FYR Macedonia, Germany, Greece, Hungary, Ireland, Italy, Latvia, Lithuania, Luxembourg, Malta, Netherlands, Norway, Poland, Portugal, Romania, Serbia and Montenegro, Slovakia, Slovenia, Spain, Sweden, Switzerland, Turkey and the United Kingdom.

A heavyweight political animal, the GEU is a vibrant and often controversial source of political and social thinking. While it packs a punch, it is slow to manoeuvre in all its dealings owing to its bureaucratic infrastructure. Militarily powerful, second to the Asian Commonwealth in size, the GEU is now typically a neutral force, acting only in defense for the past half a century.


The Asian Commonwealth
Spanning China, Mongolia, Japan, the Indonesian archipelago, India and the smaller Asian nations. Art, architecture, manufacturing and finance have become the backbone of the Commonwealth's economic success. Advances in nanotechnology have helped the nations of the Commonwealth to retain their manufacturing prowess; demand for their skills has come from every sector, ranging from bioengineering to space exploration. Now the largest military force, 20% larger than that of the GEU, the Commonwealth also chooses to deploy its arsenel only in defense. Crucially, they are the quickest of all the nations into action, thanks to the organisation of their military into smaller functional units and a wider teaching of rapid reaction techniques throughout their personnel.


The Arab Emirates
Composed of all the countries in the middle east, including Israel. With dwindling oil reserves restricted to pharmaceutical use by international agreement, and the World's energy crisis solved by successive Russian breakthroughs, in search of an income the Emirates have turned to their one remaining, vast resource: sand. Advanced glass technology has driven the expanse of glistening city scapes across the globe. More importantly, and with the notable exception of intense, time critical computation that now relies on diamond based microprocessors, the worldwide demand for computational power has been satiated by the construction of cheap, sprawling silicon processor farms that rise out of the deserts from which they are made.


The African Union
A rising political and economic power spanning the entire continent of Africa and its islands. Its starving population saved by developments in Australia, civil unrest subsided and a new era of growth and social order ensued. A fiercely proud people, they have held up their escape from disease and disarray as an example to the rest of the world. Excelling in finance, politics and social philosophy they are held in the highest regard by other World powers.


Russia
Rediscovered and revived its beleaguered engineering and scientific communities, establishing itself as a powerhouse of great insight and accomplishment in these fields and revered throughout the world for its advances in energy generation, transport and medicine. Such advances have brought with them a greater political voice and international support.


Australia
Agreed in 2024 to play host to experimental terraforming work undertaken by NASA and the ESA, deep in the outback. Originally funded as part of a Martian exploration programme, subsequently aborted, ten years of fruitless research suddenly gave rise to a rapidly expanding antipodean oasis spanning most of the continent. Now the major food supplier to the African Union and parts of the Asian Commonwealth, exports of shrimps and barbecues are at an unprecedented high.
Title: Storyline, tech tree, general content design
Post by: Mattn on April 09, 2006, 08:17:31 am
Quote from: "BTAxis"

We have a couple of 2x2 aliens on the drawing board, too. I think you can't really avoid having 2x2 units - the applications are too diverse (you could have 2x2 stationary "units" that could act as mission objectives, etc). So, better start looking into this.


Not as easy as you maybe think.
Title: Storyline, tech tree, general content design
Post by: BTAxis on April 09, 2006, 09:55:18 am
I'm sure a brilliant coder like yourself will figure it out.
Title: Model format and stuff
Post by: ProtoArmor on April 11, 2006, 12:17:11 am
Ok, I have blender, so md2 is fine, I'll get the plugin.  Also, can I use an animated texture (2frames)?  Otherwise I'll make the treads linear so they don't look like they're still, or I'll hide them.
Title: Storyline, tech tree, general content design
Post by: Ultrasick on April 11, 2006, 07:18:28 pm
I like overridetzx's Ufopedia entry for the political situation. In my oppinion it should be added to the game!

About the name Phalanx: Actually I prefered Sentinel because it's easier to pronounce (at least in some foreign languages). Sentinel has also a meaning that fits to the what Sentinel actually is!
Title: Storyline, tech tree, general content design
Post by: overridetzx on April 11, 2006, 10:31:56 pm
Quote from: "Ultrasick"
I like overridetzx's Ufopedia entry for the political situation. In my oppinion it should be added to the game!


Cheers - Hoehrer has added most of it to the 'pedia already and BTAxis made some further changes (http://ufo.myexp.de/phpBB2/viewtopic.php?t=80) which I liked a lot. Please contribute and add to the plot if you can!  :)
Title: Storyline, tech tree, general content design
Post by: XCOMTurcocalypse on April 25, 2006, 09:40:30 pm
Quote from: "overridetzx"

... Switzerland, Turkey and the United Kingdom.


What a lovely dream to contain my backwater Country in the European union.

This is my first post,Greetings to you all.

I am a XCOM freak,and have finished XCOM 1 2 and 3 and am proud of it.

I don't even know what the game the forum tells about so I'm off to download it and try.

See you soon!
Title: Storyline, tech tree, general content design
Post by: XCOMTurcocalypse on May 01, 2006, 11:27:34 pm
I have a large disagreement about the Storyline:

If Aliens can kill hundres of thousands in a city,and are barely driven back,then an initial tiny base and 10-12 soldier Unit PHALANX is ridiculous against such an armada,no matter how high tech.

Didn't mankind colonize Europa,Mars or at least Moon when it had fusion tech and sufficient prosperity at home?What about them?At least make a fine excuse.

PHALANX should be established after an abduction scene of a famous person in front of camera(NOT LIVE though),maybe the daughter/son of a president,vicepresident,or CEO,or at least after a lost Interceptor chasing a small metal shape.The fat big guys realize something is awfully wrong and pay up to establish PHALANX.World Governments take pains not to announce the threat,especially NOT NOW,just now,when wheels of a capitalist world is set finely enough to make the majority flourish and enjoy the world's bounty.

And yes I'm a nerd and a social democrat.And have no girlfriend. :?
Title: Storyline, tech tree, general content design
Post by: BTAxis on May 01, 2006, 11:57:43 pm
This isn't about realism here, XCOMTurcocalypse. It's just some nonsense we made up to act as the background setting for the game. Stop splitting hairs.

Also, mankind didn't colonize any other planets, because the game is set roughly 80 years from now. It's not Star Trek.
Title: Storyline, tech tree, general content design
Post by: XCOMTurcocalypse on May 02, 2006, 11:46:34 am
You don't know what can happen in 80 years at this age,friend.But Fusion Reactor as an alternative energy source could at least enable us little guys to set up observation/exploration posts in Moon and Mars(some archaeology here too) which could be mysteriously disabled prior to invasion(that could be a new research topic-Reactivating the Outposts with the reward of Alien Athmospheric entry routes).that small sentence could add spice to the game.

In such games and times,some decent storyline along with a tasty screenshot could attract a potential sponsor.Who knows?

Always read new ideas.
Title: Storyline, tech tree, general content design
Post by: BTAxis on May 02, 2006, 11:59:13 am
This is a free project, though. The people who make it aren't out to make money off it.
Title: Storyline, tech tree, general content design
Post by: XCOMTurcocalypse on May 02, 2006, 12:14:03 pm
Heck,I was thinking about the success of the project.I think I'll be off posting this game to any forum about X-COM i see.

I meant it all in kindness.Sadly I don't know how to code stuff.
Title: Storyline, tech tree, general content design
Post by: jagreen on July 14, 2006, 02:31:03 pm
I see The Human Technology Stages in this way:

Human technology --> Actual human technology.
Pre-alien technology --> Alien based technology, bad imited. They have some limitations, more size, more weight, less precision, some lacks.
Alien technology --> Alien technology imited exactly. But disegned now for the human raze.
Arcane technology --> A more superior technology of another alien race. :o
Title: Storyline, tech tree, general content design
Post by: Bandobras on July 14, 2006, 03:42:48 pm
What about using the alien weapons you find on the battlefield (after research). This is one the nice things in XCOM --- you don't have to buy nor to manufacture, just pick up and shoot.

Also, could you visit the Equipment/Obsoletable Equipment page on the wiki and compare you ideas to our actual progress and short-time plans?
Title: Comments and story idea.
Post by: Rei on August 08, 2006, 01:30:55 am
I agree with the storyline critique: if the aliens are *overtly* attacking the world, then there won't be some tiny, secretive unit fighting them.  We need a *covert* attack that is receiving a *covert* response by governments.

So, why a covert response?  I, too, like the idea of it being fear of global economic chaos that leads them to hide this.  Another motive could possibly be fears that large-scale preparations to combat aliens would be taken as a "invade now!" sign, but having alien ships taken out by small squads could be interpreted as anomalous local military actions or perhaps even have the alien commanders doubt humans were involved in the loss of the crew.  I.e., the goal of humanity would be to recover enough alien technology and be able to mass-produce it *before* the aliens catch on that we're preparing.

One complication: you're tasked to *save* civilians, yet they're walking leaks.  I think this requires a "Men in Black" style memory wipe for it to be plausible.  Perhaps not a complete memory wipe, but more something like blurring/damaging their short-term memories so that they'll doubt what they think they saw and be more likely to believe what they were told (meanwhile, a cleanup crew tries to undo the damage).

Of course, you need a motive for the aliens -- and not that they're "evil"!  They need to see us as a long-term thread to their existence.  So, perhaps a machinma (acted out by 3d models in a gaming engine) opening of:

----

SCENE: Darkened science laboratory; computer screens and LEDs are the only things visible.  A sudden flash like a laser weapon illuminates the scene, then settles down into a soft blue glow; you can see some sort of strange reactor taking up most of a large room.

Voiceover: "It was our finest hour.  Who would have guessed, after the economic disaster trying to harness fusion at DEMO, that such a simple solution to powering our dreams was within reach: zero point energy, power from the fabric of space.  It was almost too good to be true.

SCENE: As the text proceeds, the reactor dims, turning the room back to blackness.  In from the blackness shine stars, and we see an alien spacecraft headed toward a strange planet.  On the surface of the planet, sickly column of flame rises beyond the atmosphere

Voiceover: "It was."

SCENE: The spaceship shown previously lands on the surface in a hellscape.  Alien bodies lie everywhere.  Buildings are torn apart.  Trees are snapped off and all aligned in one direction from a massive blastwave.  Heat shadows are burned into the surface from objects half-sheltering what was behind them -- bridge pillars, trees, bodies all burned into the ground like sick artwork.  In the distance, the columns of flame still shoot up from the ground as the aliens step out of their ship to survey the destruction.

Voiceover: "Our new technology was our godsend, and our economy grew addicted to it a heartbeat.  But our blessing was their hell.  The Arcturan's planet had the misfortune of orbitting through a mirror node to ours, and the disruption of the fabric of space that we bled power from ripped apart their world time and time again."

SCENE: The lead alien surveying the scene raises an arm to the air and screams in an otherworldly voice.  The image fades out and fades in, looking up at a 3d hologram of a human woman standing at a podium.  She continues, in the same voice as the voiceover.

Woman: "This was our doing.  They have every reason in the world to want to destroy us, or worse, and God help us, they're getting ready to."

SCENE: The view changes and you can see that the woman is speaking before some sort of futuristic teleconference with two dozen attendees; all but one person is holographic.  The non-holographic person wears a PHALANX military uniform and sits at a separate table by her side.  Everyone else appears to be a high ranking official of some sort from all over the world and is gathered around an oval-shaped table.  On a screen behind the woman, you see a blurry image of a spacecraft headed over earth.

Woman: "SIGUR-8 captured this image of an unknown craft entering earth's atmosphere last Thursday at 14:21 GMT."

SCENE: The crowd murmurs.  The woman makes a hand gesture at the screen and the image.  Behind her, you can see a scene of dead civilians scattered around a damaged building.   The murmurs fall to dead silence.

Woman: "This is Selengee, Mongolia, the following day.  There were no survivors."

SCENE: The camera changes again.  The woman gestures repeatedly, flipping through pictures.

Woman: "Notice the entrance wound here.  From what we understand, this was done by plasma, fired in a beam at chest level."  (Waves)  "We're not sure what caused this, but whatever it is, it makes our best weapons seem like toys by comparison."

Holographic Politician Man: "What was the point of this?  Terror?"

Woman: "They only recovered the bodies of twelve individuals.  Three are missing and presumed to have been abducted."

SCENE: The crowd has trouble taking in the scene.  A holographic politician leans foward.

Holographic Politician Man: "They're studying us.  They know nothing about us, who, we are, what we can do."

Military Man: "Most probably."

Woman: "However, they will, soon."

SCENE: Camera changes to a holographic woman wearing politician clothes.

Holographic Politician Woman: "Then we need all of our forces on high alert.  We need to collectively deploy everything we have in order. . ."

Military Man: "Yes, make them think that they have to act now?  Destroy the economy with worldwide terror?  Is that the plan?"

Holographic Politicial Woman: (beat) "Then what?  Do we just let them kill us?"

Holographic Political Man 2: "We can try to negotiate.  If we learn to live without power, yes it will take years to rebuild,"

Holographic Political Woman 2: "Negotiate? We incinerated their homeworld!"

Holographic Political Man 2: "You want to fight a losing. . ."

Woman: "Everyone!  With your blessing, and your funding, we will combat them with their own technology.  We will avoid leaking what is going on by cleaning up attacked sites and suppressing the memories of witnesses.  In short, we hope to prepare for war without letting the Arcturans know that we are preparing."

SCENE: Camera changes to the man sitting next to her.  He rises and gestures at the screen.  A 3d "PHALANX" logo appears.

Military Man: "Allow me to introduce the Greater European Union's planetary defense proposal. . . PHALANX."

SCENE: The camera flies over his head and moves toward the screen until the PHALANX logo takes up the entire scene.  Light flashes behind it, and the camera "lands" atop the 3d shape so that it spreads out in front of the camera like ground, beneath a starry sky.  With a flash, a pillar of fire rises in the distance with a sickly red glow.  The words "UFO: Alien Invasion" appear and hover in the sky as, from the horizon, angry aliens race in, guns drawn, charging the camera.  They attack it and the image disappears.  The game begins.

----

Modelling work needed for the intro:

With only a few scenes, it should be relatively simple.  

First scene: Energy laboratory
Needed: Computers, scientists (we already have models), reactor, miscellaneous equipment (mostly just texture work, as lab equipment tends to be made of geometric shapes)

Second scene: Burning alien planet
Needed: Alien spacecraft (already have), planet (many ways to create; doesn't even actually need to be 3d since it's so big), "devastation" effects (animated columns of flame, reddish clouds and smoke, etc)

Third scene: Alien planet surface
Needed: Aliens (already have), Landed spacecraft (already have), planet surface, dead aliens (already have), planet surface debris of all kinds, "devestation" effects from the previous scene.

Fourth scene: Conference
Needed: Conference room (simple and high-tech looking).  Podium.  Table.  Seats (already have).  People (have models, but need clothes).  Empty screen.  Misc room decor, but not much.
Picture1: Satellite image of earth (3d not needed), alien spacecraft, airbrushed reentry flames.
Picture2: Dead civilian model (have), airbrushed to have wounds and hide 3d flaws; broken building in background.
Picture 3: Like picture 2.
Picture 4, 5, etc: Possible, but not necessary, more pictures of the same scene to flip through.
PHALANX Logo: 3d model.
UFO AI Text: Preferably 3d, made from a font.
Last scene: All components created previously.
Title: Storyline, tech tree, general content design
Post by: Rei on August 08, 2006, 01:50:07 am
Oh, one more thing:

Can we have a poll?  There seem to be several story ideas, so can we have a poll to see which one people like most, so we can finally settle on it?
Title: Storyline, tech tree, general content design
Post by: boveele on January 12, 2007, 01:01:51 pm
hmmm....

 Design ideas.


 ... well.... ... to be honest... their are some tiny things id like to see. If even ever possible.

 The addition of attacking intercepted Alien supply ships, and gaining LOTS of materials from it, rare to have happen, but happen.

 When the Phalanx team laves the base, you hear a little quiet jet engine take off. And if its the newer engines, you hear the buzzing crackling sound of a high powered transformer as it moves to the target. After the ship leaves the base, the noise from the launch would decrease in decibel.

 When you are looking at the base, you are able to see little animations of the laboratory as they tinker with the technologies selected. Or something showing that kind of animation, or picture in the background while looking at the Scientists.

 The ability to send out the interceptor to a part of the world to hover and search for an alien base to show up. As if following bees back to their nest. Once you follow one and loose track, another will pass right by you as that bee returns to the hive.

 In regards to destroying stuff in game.... can we have incindiary rockets for the rocket launchers? Some times I feel like a nut... some times I want to feel like a Pyromaniac on the Phalanx team....

 When it comes time for the end of the month funding if we do more activity over a country that had sided with the aliens, can we earn back their funding by removing the alien entities on their land?

 Possibility of getting a tech tree visibly in game in the research window, it does not show the future, but it shows what you have researched. Not exactly fancy or anything, more just a branch by branch expansion of what you discover.

 Just some things I think would be neat to see. I dunno what is possible, but... surely it would be neat little stuff to see.

 As usual.. I have no ability to code, but... if I was ever able to write code I surely would try to help. In the instance of Map making... I am giving it a shot!

Respectfully,
H0Z3R
Title: Storyline, tech tree, general content design
Post by: Dim4uk on February 01, 2007, 03:29:27 pm
First I want to support the team and wish luck :wink:

It's kinda strange to give ideas to a demo that looks more perfect than eny other demo i seen on the market today but anyway i have one:

Aliens and Humans can jump from roof of 4 or even 8 level house? i see the difference between game and reality but this is something realy beyound that  even considering the fun factor so what i am sujesting is to add special jum-jet suit for humans to do that. the rest of humans should jump at heigth no bigger than 2 levels and same the weaker aliens while the Warmonks don't need that.

the suit itself can be medium armor, something better than kevlars.
Title: Storyline, tech tree, general content design
Post by: Trig on June 14, 2007, 10:57:34 pm
Sorry to bump an old topic with my first post.

I would like to say I like how UFO AI has dumped the player into the start of the war.. its very much XCOM: UFO EU/Defense.

However I do have a few observations I may:


1) I feel that the alien activity starts too heavy and linear, I know you guys aint aiming for an exact 'revamp' but in the UFO EU the missions were generated randomly from a list of locations and then a random map picked and usually a very small/small UFO with 1-3 occupants. After looking through the source code I can see this would require quite a few changes though, so I wont hold my breath.

2) The alien AI is actually pretty good, however it often feels like the aliens have too many AP (action points), maybe your AI is too good ;) I've also noted the alien spawns appear to be random positions and they kill civilians in a different order. (I envy the AI coder who was able to do some pretty sweet LOS (line of sight) calculations - math that I would probably struggle with !)

3) I found there to be quite a few more terror missions and not a lot of cattle mutilation missions. The sectoids love their cow blood!

4) The music is very good there are some great tracks in there, however I feel it could do with a few more sinister tracks like the Wom-wom-wom midi 'evil terror'. Earth being infiltrated/invaded is quite a scary concept to me.

5) I noticed a few errors on the World Map, for me Bristol appeared in France. I found it nice however that the list of cities included my hometown :D The world map could also benefit from an overhaul in its resolution, i'm curious to whether it could be mapped onto a sphere (with the base texture being a higher resolution).

I am so passionate about this game because UFO Enemy Unknown was my favourite TBS of all time. My observations are not criticisms just my point of view and I don't wish to challenge any conceptions that may already be in the developers minds.

Thanks :D
Title: Storyline, tech tree, general content design
Post by: BTAxis on June 15, 2007, 12:33:28 am
A lot of those issues will be addressed if/when the campaign system gets revamped.
Title: Storyline, tech tree, general content design
Post by: ender101 on June 15, 2007, 02:36:28 am
I made a suggestion on how to improve the overall Intro story. The story now combines elements of the original back story proposed and the final one. It introduces a few more implied elements that can play out later in the game, giving the intro some actual meaning through gameplay.

Lots of game intros miss the chance to tie in actual game story elements with intro story. Makes the whole game experince a little more fun. :)