Difference between revisions of "Info (OpenXcom)"

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[[OpenXcom]] is an open-source reimplementation of the original [[X-COM]], licensed under the GPL and written in C++ / SDL, which was started back in February 2009 by a [[User:SupSuper|bored old university student]] who loves X-COM way too much.
+
== What is X-COM? ==
  
The problem is by now the original game is very old, buggy and dated. So the goal of this project is to bring back the tried and true feel of the original with none of the issues! All the same graphics, sound and gameplay with a brand new codebase written from scratch without disassembling the original executable. This should give it:
+
[[Info|Haha you're kidding right?]]
  
*'''Fixability:''' Play the game natively without any need for emulators or fancy hacks, with [[Known Bugs|none of the limitations and bugs]] that plagued the original. No more 80-item-limit, personnel limits, funding overflows, disconnected facilities, broken proximity grenades, floating soldiers, etc.
+
X-Com is a simulation of an alien invasion of earth. It is composed of two parts.
  
*'''Moddability:''' Tweak the game to your heart’s content. Sure the original was pretty good, but maybe you just think it could be that bit better. A nicer base layout, better laser weapons, maybe challenge yourself with a custom game mode, or just put in all the crazy stuff you’ve always wanted! None of it is hardcoded.
+
In part 1, you are focused on globe-level activities: Tracking UFO actions around the world (possibly shooting them down, or sending troops to the sites of ship landings), keeping governments happy with your actions, getting funding money from various governments, and spending it on soldiers and equipment.
  
*'''Flexibility:''' Port the game to any platform you like, put in your own resources, or use it to make your own far-fetched remakes. The code is fully documented and free to use by anyone in accordance with the GPL.
+
In part 2, you are in a turn-based, tactical, grid-based combat simulation, with fog-of-war; your goal is generally to defeat (capture or kill) the aliens in that battle. More accurately, you are scored based on a variety of functions (aliens killed, innocent bystanders killed, etc), and your goal is to be positive. It is possible to have to flee but still have positive points (considered a marginal victory -- you might not have stopped the aliens, but you did enough damage that your funding nations will be happy enough).
  
== Development History ==
+
Most, but not all, of these battles will involve an alien ship, either intact or damaged.
  
Final / planned features for each milestone of OpenXcom.
+
The overall gameplay alternates between globe-level, and single-battlefield level, until either your forces are completely wiped out, or you have defeated the enemy invasion.
 +
 
 +
== What is OpenXcom? ==
 +
 
 +
[[OpenXcom]] is an open-source clone of the original [[X-COM]], licensed under the GPL and written in C++ / SDL. It was originally founded by [[User:SupSuper|SupSuper]] in February 2009, and has since grown into a small development team surrounded by a very supporting community.
 +
 
 +
The goal of the project is to bring back the tried and true feel of the original with none of the issues. All the same graphics, sound and gameplay with a brand new codebase written from scratch. This should give it:
 +
 
 +
*'''Fixability''': Play the game natively without any need for emulators or fancy hacks, with none of the limitations and bugs that plagued the original. No more 80-item-limit, personnel limits, funding overflows, disconnected facilities, broken proximity grenades, floating soldiers, etc.
 +
 
 +
*'''Moddability''': Tweak the game to your heart's content. Sure the original was pretty good, but maybe you just think it could be that bit better. A nicer base layout, better laser weapons, maybe challenge yourself with a custom game mode, or just put in all the crazy stuff you've always wanted! None of it is hardcoded.
 +
 
 +
*'''Flexibility''': Port the game to any platform you like, customize it to your liking, or use it to make your own far-fetched remakes. The code is fully documented and open-source so anyone can take a crack at it.
 +
 
 +
== Milestones ==
 +
 
 +
The OpenXcom past, present and future development history
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 17: Line 33:
 
! Version !! Release date !! Changes
 
! Version !! Release date !! Changes
 
|-
 
|-
| '''0.1''' || [http://openxcom.org/index.php/2010/10/version-0-1-is-here/ October 17th, 2010] ||
+
| '''0.1''' || [http://openxcom.org/2010/10/version-0-1-is-here/ October 17th, 2010] ||
 
* Engine
 
* Engine
 
* Geoscape
 
* Geoscape
 
* Basescape
 
* Basescape
 
|-
 
|-
|'''0.2''' || [http://openxcom.org/index.php/2011/01/version-0-2-is-out/ January 28th, 2011] ||
+
|'''0.2''' || [http://openxcom.org/2011/01/version-0-2-is-out/ January 28th, 2011] ||
 
* Language strings
 
* Language strings
 
* Saved games
 
* Saved games
Line 30: Line 46:
 
** Basic pathfinding, fog of war, lighting
 
** Basic pathfinding, fog of war, lighting
 
|-
 
|-
|'''0.3''' || [http://openxcom.org/index.php/2011/09/holy-crap-its-version-0-3/ September 1st, 2011] ||
+
|'''0.3''' || [http://openxcom.org/2011/09/holy-crap-its-version-0-3/ September 1st, 2011] ||
 
* Items
 
* Items
 
* Purchasing
 
* Purchasing
Line 44: Line 60:
 
** AI Phase 1 (patrol, aggro)
 
** AI Phase 1 (patrol, aggro)
 
|-  
 
|-  
|'''0.4''' || [http://openxcom.org/index.php/2012/08/incoming-version-0-4/ August 14th, 2012] ||
+
|'''0.4''' || [http://openxcom.org/2012/08/incoming-version-0-4/ August 14th, 2012] ||
 
* Research
 
* Research
 
* Manufacture
 
* Manufacture
Line 54: Line 70:
 
** Special items (medi-kit, motion sensor, proximity grenade, psi-amp, mind probe, blaster launcher, electroflare)
 
** Special items (medi-kit, motion sensor, proximity grenade, psi-amp, mind probe, blaster launcher, electroflare)
 
|-
 
|-
| '''0.45''' || [http://openxcom.org/index.php/2012/11/the-handymens-version/ November 5, 2012] ||
+
| '''0.45''' || [http://openxcom.org/2012/11/the-handymens-version/ November 5, 2012] ||
 
*Ufopaedia
 
*Ufopaedia
 
*Modular rulesets
 
*Modular rulesets
Line 61: Line 77:
 
*Logging
 
*Logging
 
|-
 
|-
| '''0.9''' || [http://openxcom.org/index.php/2013/05/its-finally-here-version-0-9/ May 7, 2013] ||
+
| '''0.9''' || [http://openxcom.org/2013/05/its-finally-here-version-0-9/ May 7, 2013] ||
 
* Alien Missions
 
* Alien Missions
 
* Scoring
 
* Scoring
Line 80: Line 96:
 
* Display Filters
 
* Display Filters
 
|-
 
|-
| ''' 1.0 ''' || (unreleased) ||
+
| ''' 1.0 ''' || [http://openxcom.org/2014/06/openxcom-1-0/ June 13, 2014] ||
 +
* Everything vanilla
 +
* Options and extra features
 +
* Mod support
 
* Save backwards compatibility
 
* Save backwards compatibility
* Datasets
 
* Extra features
 
* Anything else missing
 
 
|}
 
|}
  
 
[[Category:OpenXcom]]
 
[[Category:OpenXcom]]

Revision as of 23:42, 3 April 2016

What is X-COM?

Haha you're kidding right?

X-Com is a simulation of an alien invasion of earth. It is composed of two parts.

In part 1, you are focused on globe-level activities: Tracking UFO actions around the world (possibly shooting them down, or sending troops to the sites of ship landings), keeping governments happy with your actions, getting funding money from various governments, and spending it on soldiers and equipment.

In part 2, you are in a turn-based, tactical, grid-based combat simulation, with fog-of-war; your goal is generally to defeat (capture or kill) the aliens in that battle. More accurately, you are scored based on a variety of functions (aliens killed, innocent bystanders killed, etc), and your goal is to be positive. It is possible to have to flee but still have positive points (considered a marginal victory -- you might not have stopped the aliens, but you did enough damage that your funding nations will be happy enough).

Most, but not all, of these battles will involve an alien ship, either intact or damaged.

The overall gameplay alternates between globe-level, and single-battlefield level, until either your forces are completely wiped out, or you have defeated the enemy invasion.

What is OpenXcom?

OpenXcom is an open-source clone of the original X-COM, licensed under the GPL and written in C++ / SDL. It was originally founded by SupSuper in February 2009, and has since grown into a small development team surrounded by a very supporting community.

The goal of the project is to bring back the tried and true feel of the original with none of the issues. All the same graphics, sound and gameplay with a brand new codebase written from scratch. This should give it:

  • Fixability: Play the game natively without any need for emulators or fancy hacks, with none of the limitations and bugs that plagued the original. No more 80-item-limit, personnel limits, funding overflows, disconnected facilities, broken proximity grenades, floating soldiers, etc.
  • Moddability: Tweak the game to your heart's content. Sure the original was pretty good, but maybe you just think it could be that bit better. A nicer base layout, better laser weapons, maybe challenge yourself with a custom game mode, or just put in all the crazy stuff you've always wanted! None of it is hardcoded.
  • Flexibility: Port the game to any platform you like, customize it to your liking, or use it to make your own far-fetched remakes. The code is fully documented and open-source so anyone can take a crack at it.

Milestones

The OpenXcom past, present and future development history

Version Release date Changes
0.1 October 17th, 2010
  • Engine
  • Geoscape
  • Basescape
0.2 January 28th, 2011
  • Language strings
  • Saved games
  • Battlescape
    • Terrain generation
    • Basic units
    • Basic pathfinding, fog of war, lighting
0.3 September 1st, 2011
  • Items
  • Purchasing
  • Selling
  • Transferring
  • Ufopaedia
  • Options
  • Platform-specific Folders
  • Battlescape
    • Item equipping, firing, throwing
    • Environment: fire, smoke, explosions, damage, kills
    • Unit stats
    • AI Phase 1 (patrol, aggro)
0.4 August 14th, 2012
  • Research
  • Manufacture
  • Rulesets
  • Battlescape
    • Terror sites
    • Debriefing, scores, experience and skill ups
    • Large units and other alien units
    • Special items (medi-kit, motion sensor, proximity grenade, psi-amp, mind probe, blaster launcher, electroflare)
0.45 November 5, 2012
  • Ufopaedia
  • Modular rulesets
  • New options
  • Man page / command-line help
  • Logging
0.9 May 7, 2013
  • Alien Missions
  • Scoring
  • Graphs
  • Victory/Defeat
  • Difficulty levels
  • Geoscape
    • Live alien capture
    • Psionic training
    • Multiple dogfights
  • Battlescape
    • All alien units, items and abilities
    • Alien base, X-Com base and Cydonia missions
    • AI Phase 2 (grenades, blaster launcher, taking cover)
  • Intro/Outro
  • Control Options
  • Advanced Options
  • Display Filters
1.0 June 13, 2014
  • Everything vanilla
  • Options and extra features
  • Mod support
  • Save backwards compatibility