Xenonauts 2 even in development
The time period of the game is no longer the 1970s but instead the modern day, however the action now takes place in an alternate history where the Soviet Union never collapsed and the Cold War never ended - you can thank extraterrestrial interference in human politics for all of this! It is not a direct sequel to the first Xenonauts but rather an updated and improved portrayal of similar events. Xenonauts-2 is a large and complex strategy game loosely inspired by the classic X-Com games from the 90s. This thread is intended to act as master index for all the forum threads related to the design changes and new features that will be included in Xenonauts-2 ("X2"). If what you've read / seen above has piqued your interest in the project, you can visit our website here or our forums here. The next entry is likely to cover the AI systems we're implementing – both at the strategic invasion level and for individual battlefield units. So, that's a brief run-down of all the systems involved in the generation of battlefield maps in Xenonauts I hope you found it interesting. Coupled with everything mentioned above, this should ensure every mission offers different tactical options and plays out differently. The size, layout, appearance and the exact positioning of the factory would differ from map to map and, with every section of the map being similarly randomised, you may as well be in a completely different map. the top corner of the map had a factory in it. So even if you were unlucky enough to get the same mission map twice in a row, all you would know is the vague layout – e.g. On map generation, the factory sub-map used is randomly chosen from any number of variations of factory sub-maps that are held in the appropriate folder, and placed on the map appropriately. However, instead of specifying specific sub-maps to go into the level in that position, the user only specifies a type of submap – ie, a factory.
Xenonauts 2 even in development full#
The level editor is quite a basic tool, but it allows people to assemble full maps / levels from the sub-maps created above. When the building or area is finished, it is saved as a small standalone sub-map. The sub-map editor is what most people would recognise as a conventional terrain editor, allowing users to construct sub-maps from the individual tiles discussed above. This is done by using two editors for map generation – the first a level editor, the second a sub-map editor. Instead, we went back to the drawing board and developed a method that combines the best of both worlds, producing randomised maps that retain a coherent structure. This, clearly, was never going to make good-quality battlefields - but fully static maps were equally undesirable, as playing through the same maps over and over gets old very quickly. With the Farmyard tileset we were using fully randomised maps, which tended to leave lots of empty grass spaces between each sub-map (fields, orchards, barns etc). Thirdly, we've improved the terrain generation. Destructible terrain was one of the greatest features of X-Com, and we've been working hard to ensure that our own system is even better than that. While individually none of the features mentioned above are groundbreaking, when combined together they provide a powerful set of tools for modelling realistic interaction with the battlefield. This system lets us tailor the sound effects to whatever is in the tile, rather than using generic sound templates. A different sound is played when a unit walks across dirt or grass to concrete, and it sounds different when a bullet smacks into a metal pipe to a wooden post. We've integrated sound into the tile properties, so footstep sounds, projectile impact sounds and destruction sounds can be specified for each tile. Our sound designer's previous credits include Amnesia: The Dark Descent and Magicka, and he has a pretty neat job – if you're curious, we're put together this short video where you can see him at work on our SFX. We've also spent a lot of time on sound design, as we feel it is important for immersion.