![]() We'll probably chuck the same planes and weapons in the game with the same stats, and fit them into the tech tree in roughly the same place, and do the same for the UFO stats. ![]() The goal for V8 is therefore to literally have the air combat from the first Xenonauts in the second game as a starting point to test our improvements. This will also include various supporting strategic systems such as the ability to manufacture advanced aircraft on the Engineering screen, many of which require some extra work now the "classic" base update changed the way Hangars worked. We're already working on implementing the realtime air combat mechanics from the first Xenonauts and we're hoping to have them in the next major release (V8). I'll explain the reasons for this change below, but let's start by discussing the realtime mechanics and the planned improvements. The air combat section of Xenonauts 2 has gone through a number of iterations over the past few years, and with the project approaching Early Access we've taken the decision to switch to (an upgraded version of) the realtime air combat mechanics from the first game rather than pursuing the alternative turn-based model I've been experimenting with.
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