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MajesticRa | Feb-15-2012

Multiplayer

As a statements on the current progress, we are happy to announce a first multiplayer connection . As other game subsystems (like inventory, AI, weapons, destructible environment, etc.) are getting ready we needed  a multiplayer at some point. We are really concerned about a balance of the game and a possibility to test various game features.

Today, 02/15/2012, the first connection over 430 km was established! Two players meet on the battlefield!

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As you can see on the screenshot, there is no weapon attached, no textures and buildings are on the map. It was just a proof-of-concept connection. We run around each other, earned +1500 of the positive development energy and sworn that tomorrow we will enable weapons to-shoot-that-impudent-guy. Actually it was a fun! Really.

Currently there are two multiplayer options in the menu: a hot seat and a lan connection. We discuss ideas about getting centralized servers too. If you are an expert in this field we would be happy to hear your advice.

Also we are still REALLY in a need of 2D artists and designers. All other team members are welcome too. We have a great possibility, great ideas and great team. If there were more people in the crew, we would have a great speed of the development too.

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h2o | Nov-2-2011

New progress

Today we are glad to announce, we work hard on a public test package. The main functionality of the package will include:
-  GEO mode with air battles. (No base management this time).
-  Tactics mode with almost full planned feature set.  Most probably we will not include an inventory system and a map generator to shorten this iteration completion time.


Right now we are focused on the following problems:
-  Game style. Sad to say, we have no 2d-artist who works on the global game style at this moment (it is the main reason we are not publishing new images, screenshots and videos, by the way).
-  Path-Finding. Our programmers have just implemented a new version of a path finding. It works fine, but still lacks some features we need. Many efforts are still to be done to make it satisfy all the requirements.


For the last several months the most progress has been done over the coding part of the development. But still we have a movement in the content part:

-  An internal design document has been fulfilled. The concise public version will be available soon.
-  Story concepts and goals were finally settled.  Our scenarist began work on the full version of the story.
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h2o | Aug-27-2011

Moved to UDK August 2011.

X-COM moved to August 2011 UDK version.

With August version almost completed tactics demo, but we decided to remake own path-finding with A* algorithm for best performance. Also we are doing extended inventory system.
For those reasons public demo release is moved to later time.
We just released internal team demo version to test features and bugs.

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h2o | Jun-27-2011

Moved to UDK June 2011.

Just now we moved to June 2011 UDK version which has new tools for map creation.

Also inventory is for about 50% completed and custom path-finding is 50% completed too.

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h2o | Jun-16-2011

General progress 2

We are starting to fixing main x-com project, tech-demo is going to be completed when inventory will be fully finished and demo map will be completed too.
New progress:
- GEO interceptors movement fixed.
- New AI for geo and tactics is started to be implemented.

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h2o | Jun-3-2011

General progress

Now we are hard working on AI and inventory system, when it will be finished we will release tech build for community.

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h2o | Jun-3-2011

Moved to UDK May 2011.

Since few time ago we moved to UDK April 2011 which is still has scaleform bugs

Good things should happend, so we are waiting for GFX4 for UDK will be released soon and it will get more power for our UI

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h2o | Apr-20-2011

Moved to UDK April 2011.

Since today we moved to UDK April 2011 and fixing new bugs happened

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h2o | Apr-19-2011

New progress screenshots update

Earth view:
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Interceptor tests:
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Engine screenshots:
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Deniska | Feb-11-2011

Site is up and running!

Welcome to X-COM: Origin. We’ve launched the website, wait for more information.

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