Difference between revisions of "Info (OpenXcom)"

From UFOpaedia
Jump to navigation Jump to search
Line 1: Line 1:
[[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.
+
== What is OpenXcom? ==
  
*'''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.
+
[[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.
  
*'''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.
+
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 ==
 
== Milestones ==

Revision as of 23:08, 14 May 2014

What is X-COM?

Haha you're kidding right?

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 (unreleased)
  • Save backwards compatibility
  • Datasets
  • Extra features
  • Anything else missing