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Vapourware Zodiac Legion - X-COM and dungeons

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,407
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
Crown wars looks interesting, I don't know if it's just me but I get some expedition: conquistadors vibes from the battle screens.

I hope your formula works...
Crown Wars went with smaller encounters, but the part between pods is turn based, like in XCOM.

Anyway, back to Zodiac Legion development:

We patched most random map mission issues (mostly, some room features, like treasure or guardsroom not existing for some rooms of a given size), and horrible performances because of too many animated objects (I stopped animating things that are not on screen).
I also added idle animations for all characters. It was a bit of a mess to make them not interfere with "regular" animations:

idle_animations.gif


Mortmal taunted me into making the game work at *2 or *3 scale on 4K screens:

I still have to sort the mouse controls out...

Then, I'll go back to debugging the intermission phase and making things carry over.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
28,583
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Crown wars looks interesting, I don't know if it's just me but I get some expedition: conquistadors vibes from the battle screens.

I hope your formula works...
Crown Wars went with smaller encounters, but the part between pods is turn based, like in XCOM.

Anyway, back to Zodiac Legion development:

We patched most random map mission issues (mostly, some room features, like treasure or guardsroom not existing for some rooms of a given size), and horrible performances because of too many animated objects (I stopped animating things that are not on screen).
I also added idle animations for all characters. It was a bit of a mess to make them not interfere with "regular" animations:

View attachment 50676

Mortmal taunted me into making the game work at *2 or *3 scale on 4K screens:

I still have to sort the mouse controls out...

Then, I'll go back to debugging the intermission phase and making things carry over.
Mortmal bless you you damned frenchman
 

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