One of the things Free Company had been missing from the classic X-Com design locker (that I have been so gleefully looting) is some kind of base building mechanic in the campaign layer. Well no longer, despite the lengthy pauses in keeping this blog up to date I have been steadily trundling away on new stuff for the game here and there in between some minor computer troubles and a new gym regime (designed to keep me alive long enough to finish this game).
Screenshots of menus are never that gripping but this particular one happens to capture almost everything I’ve been doing recently. First up was a code refactor of the campaign UI to support multiple potential screens worth of menus ( rather than having everything stupidly dumped in one rapidly filling up place). This was to support a couple of new screen ideas, the first of which is the base building one you see above in it’s first incarnation. To sell the base screen I decided to make a whole bunch of fancy images in a consistent style to represent the ideas I had for buildings. I think it came off reasonably and it is a lot more satisfying to gain that little icon of a tavern than it would be just building a bunch of text descriptions. Though I also spent a bit of time revamping the text description displays by making the tool-tips used throughout the campaign (and in some areas of the tactical battles) more aesthetically pleasing. They now have slightly rounded corners, a carefully adjusted amount of alpha and the use of new text rendering options. The engine can now, with a little bit of text markup, render a bold version of a font (as long as you remembered to load one) and assign text colours with a much more dynamic system of css like id tags loaded from an xml so it is easy to add new colours and easy to adjust the colour of all the text that uses the same tag.
And finally you can actually use that menu now to start construction of the available buildings and as long as you have the cash and wait a few turns your company will be the proud owner of a new tavern/stockade or whatever. Of course at the moment all of the buildings are somewhat ceremonial as the other systems they are going to unlock , contribute to or buff have either yet to be built or are yet to be decided upon. I have a few ideas of what they are going to do but nothing is set in stone yet.
I’m quite enjoying working on the campaign layer at the moment as I feel that every time it improves it’s helping to add the purpose and context that I feel has been a bit lacking in the tactical battles. However, there is still a chunk of necessary work that needs to go into the current tactical battles around mercenary special skills, path finding and play speed improvements and better enemy AI. At some point soon I want to muster the drive to finish off those areas to an ‘alpha-ready’ standard so I can start to think about some kind of release that will garner much needed player feedback.
In not-Free Company-news there is a new remake of X-Com due next month by Civilization developing titans Firaxis. I have of course preordered it out of my ‘research’ budget mainly so that I can swipe all of its good ideas and twist them to my own dark ends.
As always any comments or encouragements are welcome in the handy box below, or you can follow me on twitter and bark commands to me via that instead.