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Xenonauts base design
Xenonauts base design







xenonauts base design
  1. XENONAUTS BASE DESIGN UPDATE
  2. XENONAUTS BASE DESIGN SERIES

Again, this is just useful for making the game feel a bit more alive.įinally, we've made a start on the soldier dialogue / barks system. The other new system is directional sound, which is intended mostly to allow us to play sounds when certain things are on screen (fire noises, the noise of engines running on vehicles, etc). This hasn't yet been finalised, as obviously the main campaign still requires some significant balance work. We also implemented a couple of smaller elements this month too - difficulty settings are now complete, and there's a number of options we have to customise difficulty. In any case, the important thing is that our destruction system should now be finished, which allows us to start doing the final destruction states on all of our finished assets. However, we also don't want these "frills" floating in the air if there's no adjacent wall for them to attach to, so we needed to do some work detecting whether there was a suitable wall on either side and only placing the frills if so. The wall "frill" system is designed to ensure destroyed walls have a natural-looking irregular edge (rather than the perfectly straight-edged hole you get if you just remove the wall). There's also been some work on wall destructibility, as once a tile is visually finished we can do the final destructibility setup on it and then put it in the game as a finished asset. The final visual pass on the Western Town tiles is now mostly complete (one of the biggest environments due to the number of different buildings in it) and we'll put them in V22, after which we'll move onto some of the other environments that need some visual upgrades. Work also continues on the tactical combat environments.

XENONAUTS BASE DESIGN SERIES

The updated Xenonaut models aren't quite ready to go in the game yet but should be fine for V22, and we're now working on modelling up a series of hairstyles for them so your units are more varied and easily recognisable. More work has also been done on the visual side of things. Some of these should arrive in V22 and make the early game a bit more varied and exciting! Visual Polish For example, wave survival maps, VIP escort / assassination missions, extraction missions, objective capture, etc. Because the Cleaners are spread across the planet and have numerical superiority over the Xenonauts, this allows us to have mission objectives that don't make sense when you are fighting the aliens. We've updated the early game so the war against the aliens starts a couple of months in, and you begin the campaign fighting the infiltrator faction called the Cleaners who are intent on suppressing knowledge of the alien invasion. We've also worked on a number of things that haven't really made it into V21, but will be arriving in the next Closed Beta build. We'll continue to roll this new UI style out to other parts of the game as development continues. Overall, it's a much more slick and stylish experience and it should make a much better first impression when you first boot up the game.

xenonauts base design

This includes everything from adding support for mass-deletion of save games to adding new UI sounds. We've been working on this new UI style for quite some time now, and it's nice to finally be able to put it in the game - but there's also been a lot of time and effort spent on improving the usability and general polish of the screen.

xenonauts base design

The biggest new feature in V21 is that we've implemented the final visual style for the Main Menu / Game Settings screen, and all the related sub-panels (Settings, Load Game, Save Game, etc). This month, the team's been hard at work on Closed Beta V21 which is planned to release this week.

XENONAUTS BASE DESIGN UPDATE

Also last months progress update has some interesting tidbit about tactical changes if your interested. The latest update for Xenonauts 2 talks about UI and Beta progress.









Xenonauts base design