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Default Xenonauts 2 - Development Update

December 14th, 2016, 01:58
Henriquejr spotted the latest development update for Xenonauts 2:

Despite Xenonauts 2 being available as a free public build that anyone can try, I think it's time for us to do an overall update on our progress on the project.

Ground Combat:

We're making decent progress on the ground combat coding overall, although the system rewrites we've been doing over the last two or three weeks have been slower than expected. Some stuff has improved dramatically (such as load times) but other things have been frustratingly circular - an example of which is our work on the cursor selection box. We wrote a shader to display this above the decorative vegetation but below the props, granting the visual selection box effect from X1, but the new system had side-effects that made the UI ugly and occasionally buggy … and eventually we abandoned it, and started down the route of switching from deferred to forward rendering.

If that doesn't mean anything to you (and I wouldn't expect it to), this is just a long-winded way of me saying that sometimes you can sit and work at something for a week and actually end up taking a step backwards in terms of progress. So, to summarise, progress has been patchy on the coding front recently. However we're working hard on finishing up various systems designed to deal with the more fundamental issues in the current builds and I'd expect to see several new builds in the next couple of weeks as we finish them up and roll them out. You can find more specifics about this in the various release threads.

Artwork:

On a happier note, we're doing well on other parts of the game. The artwork in particular is coming along nicely in several areas!

The first is our battlefield environments. You've all seen the "temperate / jungle" wilderness biome tileset we've currently got in the public build, but our tundra and desert biomes are now mostly complete. These are largely retextures of existing assets with some unique props mixed in, and the idea is that we'll have six or seven of these biomes that will allow us to "skin" a level with only a few clicks (long term we want the same for our urban environments too). The code is not yet in place for this palette swapping but we can already construct maps manually with these new tiles if we want; however once we've got some map randomisation code in place (which isn't too far away) we won't need to. We'll be able to have randomly generated wilderness maps across any biome from polar icecaps to tropical jungle to desert wastelands.

[…]

Conclusions:

As this will probably be my last development update of the year (though not our last build), I'll close with my thoughts on the progress so far. I'd kinda hoped that we'd have made more obvious progress (i.e. added more content) over the past couple of months of public releases, but I'm not too down on things overall. The work we've done is all essential work and the issues would have been exposed as soon as we started doing public builds, so it's probably good we're getting them out of the way now.

Things probably still feel a bit basic right now but that'll change once we start releasing all the new content we've been working on. Thanks for following our progress through the most boring part of development, and I hope you'll tune in next year when things start to get exciting!
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December 14th, 2016, 01:58
Wow, didn't know this was in development. Sounds great!
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