XCOMRL

12K Release!

by Kyzrati on 20110924 , under ,

Hm, just noticed the X@COM code base has reached 12,000 lines. That's already six times 2K! Imagine what it'll be eventually :)

I've uploaded a new release with some minor enhancements to the ARRP demo.

Here's the changlog list for those too lazy to check:
* ARRP: HUD more informative
* ARRP: To improve cover, reduced amount of open space and added a new orchard terrain area
* NEW: Light affects unit visibility
* MOD: Non-keypad movement scheme (arrows) more flexible, allows full range of movement
* MOD: Keyboard input more responsive
* MOD: ESC cancels priming action
* MOD: Right-click cancels firing/throwing
* MOD: ESC/Right-click stops movement
* MOD: Units may fire at targets beyond obstacles
* MOD: Auto doors close at end of turn instead of immediately when unoccupied
* MOD: Previous saved games no longer invalidated by adding/moving objects in data files
* FIX: Errors caused by AI misbehavior will be corrected without crashing

The biggest change: Light now affects unit visibility, so if you thought the demo was tough already, now you're really going to be slaughtered on the night missions (as it should be). I added another flare among the starting equipment; try not to blow them up--you've only got two.

Mostly been refactoring and trying to clear my workspace of notes/TODOs accumulated during the coding frenzy leading up to ARRP. Work should start on some new feature this weekend.

Here's a screenshot of a squad disembarking at the landing site near an orchard at night:

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