Hi Ursom,
Thanks for posting. Great to get some feedback.
> I understand why you planning to deploy it at Steam, but Linux community would most likely pay for DRM-free version, so please consider gog.com at least.
We probably also release final paid version here on Itch, which is also DRM free. I heard gog.com reject most indie games.
> I see that file structure is open and clear, so making it a mod-frienly platform should be... an achievable goal. A modular structure, a few howtos, map editor and placing AI in separate file, all packaged in mod folder - will make this game immortal.
...and yes, multiplayer is always a challenge, but p2p multi-team battle would make it an outstanding game! Community may help if you make API for external multiplayer module.
Yes, I would like these features, especially modding, but these would be in the long term. There are too many other new features that I want to add first
> AI has good tactics and bad strategy, so here are few possible improvements: currently enemies act in a zerg-rush fashion (especially on open road quick battle) that makes player to stand against in a single spot through the whole match. I understand that in real world it's usually like that, but In classic xcom aliens tend to stick to important locations in small dedicated groups that makes player explore the map and "perform tactics". There could be several AI styles for those groups, like one group prefers hideouts, another patrols, attacks, etc... again, making game more open for modding will benefit in community help on such things and give you more time to work on engine.
At the moment, when the AI are defending a village they patrol areas, until they are alerted by sound of gun fire. If they are attacking a village they fan out looking for enemy. I'm considering making some scenes where the enemy are separated into different areas, meaning the player would have to clear one area before advancing into the next
> Guess what was the killer-feature of Raumschach in 1907 and also xcom and doom back in 1993? - stairs. Seriously, multi-layer map is a must-have tactics feature since that.
I want to add levels, but that's a big change to the game. As I said, there are other easier to implement features that I want to add first
> Regarding maps - I would strongly recommend more trees and rocks to hide behind, cuz big open areas don't make people adventurers. Also multi-layer map unlocks such cool thinks like sewerage routes and rope bridges above streets...
Villages have a lot of cover and country scenes not so much, that is deliberate. If you are smart you should avoid a battle in the country, especially if the enemy are strong. Having said that I intend to change the rock-field creation algorithm to give better cover.
> I enjoy your characters personality and this reminds me another game where you could make use of some ideas... the game called "Commandos" had cool features like movable items, climbing over walls, traps, etc. Speaking of xcom features - adding a grenade launcher and regular nades will make players to spread and leave hideouts. Proximity mines is a holly war topic but i have to raise it)))
Grenades and mines are top priority features. For the next version, I am working on scopes and silencers. I have to prioritise features, based on how difficult they are to implement and the value they give to the game. So, the game will improve in small steps, each release getting a few new improvements.
> Suggestion/idea: the fog of war could be optional - if player was in that city before or got a map - it looks like you made it now, if not - make fog to blackout map.
I don't know exactly what you mean. The fog of war means that the player doesn't know where enemy is - that is critical to the game
>Full screen mode sticks window to main monitor, please add an option to select monitor. Windowed mode is not expandable, so it would be nice to make window expandable or having a text field to enter a custom window dimensions.
That would be relatively easy to fix. Probably let the user select from a list of resolutions.