★ TouchArcade needs your help. Click here to support us on Patreon.

X-Com type turn based strategy game in development

05-14-2009, 05:46 AM
#1
Joined: May 2009
Posts: 40
X-Com type turn based strategy game in development

Hi everyone,

A little while ago I posted that I was putting together an X-Com type turn based strategy game for the iPhone. I put it in the wrong forum ( ) so I'm starting again here where it's more appropriate.

Thanks to everyone who has given input so far - there have been some great ideas. I'm still trying to figure out a name for the thing, so if you think you could help then please head on over to our blog: http://game.jseuss.com

I've also got a couple of screenshots posted of the work in progress and some other info there too, so check it out.

As always, any feedback and ideas are greatly appreciated!

Josh

JSeuss Game Dev Info for Isochron: http://game.jseuss.com
Twitter: JSeuss
----
Other iPhone Apps and Utilites
05-14-2009, 08:49 AM
#2
Joined: Apr 2009
Posts: 254
looks cool!

05-14-2009, 09:54 AM
#3
Joined: Aug 2008
Posts: 594
Rebelstar: Tactical Command for GBA

http://www.gamefaqs.com/portable/gba...ge/927210.html
05-15-2009, 07:12 AM
#4
Joined: May 2009
Posts: 40
I just got some basic squad movement happening in the game with path finding, lighting and some other stuff. Check out the video at http://game.jseuss.com.

Of course, feedback and comments are more than welcome.

JSeuss Game Dev Info for Isochron: http://game.jseuss.com
Twitter: JSeuss
----
Other iPhone Apps and Utilites
05-15-2009, 09:36 AM
#5
Joined: Sep 2008
Posts: 28
It looks looks interesting...the following is just an opinion.

The walking animation needs a bit of work; the soldiers look like crabs strafing across the room. Try strafing across the room without bending your knees and tell me if that makes any sense in a tactical way.

Story seems pretty good at this stage, but please go beyond text and static imagery. Voice acting/Animation would be nice for the introduction and scripting between missions. As important as the gameplay is many developers on the iphone seem to underestimate the value of piecing it all together with a coherant story.

As for a name...hmm....depends on what style the game as a whole reflects. As it will be split up into three games the titles should have a direct tie to the evolution of gameplay and story, yet enough character to inspire on it's own.

It could be about the soldiers: Interplanetary Defense Corp.

It could be about the planet: Echo23 - The Silence, Outpost13 - Contact, M14 - Dead Silence

It could be about the alien invasion: The (insert alien name here) War, Invasion of the (insert alien name here)

It really depends on what the game represents as a whole. I would complete the gameplay and flesh out the story first. Write the story based on successful missions and write it ALL out. Name your squad, develop personalities for both sides. What history does the outpost have? Then step back and take a look at it...what stands out? That's the basis for your name.


Look forward to seeing more of it!
05-21-2009, 10:30 PM
#6
Joined: May 2009
Posts: 40
Quote:
Originally Posted by Aeroflux View Post
It looks looks interesting...the following is just an opinion.

The walking animation needs a bit of work; the soldiers look like crabs strafing across the room. Try strafing across the room without bending your knees and tell me if that makes any sense in a tactical way.

Story seems pretty good at this stage, but please go beyond text and static imagery. Voice acting/Animation would be nice for the introduction and scripting between missions. As important as the gameplay is many developers on the iphone seem to underestimate the value of piecing it all together with a coherant story.

As for a name...hmm....depends on what style the game as a whole reflects. As it will be split up into three games the titles should have a direct tie to the evolution of gameplay and story, yet enough character to inspire on it's own.

It could be about the soldiers: Interplanetary Defense Corp.

It could be about the planet: Echo23 - The Silence, Outpost13 - Contact, M14 - Dead Silence

It could be about the alien invasion: The (insert alien name here) War, Invasion of the (insert alien name here)

It really depends on what the game represents as a whole. I would complete the gameplay and flesh out the story first. Write the story based on successful missions and write it ALL out. Name your squad, develop personalities for both sides. What history does the outpost have? Then step back and take a look at it...what stands out? That's the basis for your name.


Look forward to seeing more of it!
Wow, thanks for all your input. I *really* want to end up with a game that includes everything you mentioned including polished cut scenes between levels, in depth story lines etc, etc. Truly an engaging experience - more than just a casual combat simulator (but I have to get that done first!)

As a small time developer it's hard to justify the returns on all that polishing, so that's the catch. That being said, I'm happy to put the extra yards in as long as I've got support from people like you who want to see a game like this out there. So I guess the more input and encouragement I get, the more likely you'll get a great gaming experience!

I'll definitely put a lot more effort into the story lines though for the single player campaign and try to make it engaging.

Thanks and keep up the input everyone!

JSeuss Game Dev Info for Isochron: http://game.jseuss.com
Twitter: JSeuss
----
Other iPhone Apps and Utilites
05-21-2009, 10:39 PM
#7
Joined: May 2009
Posts: 40
I've now added unit placement into the engine, so at the start of each turn your reserves can be placed on any entry point. I've put a video up of the latest features at: http://game.jseuss.com

Feedback encouraged!

JSeuss Game Dev Info for Isochron: http://game.jseuss.com
Twitter: JSeuss
----
Other iPhone Apps and Utilites
05-21-2009, 10:47 PM
#8
Joined: May 2009
Posts: 4
This type of turn-based system frees you to play the game at your leisure .... and destructable environments, my favorite thing about X-Com was the .... Kris Jones on 'Sparta': Success with Grassroots Support and Incremental Development
__________________________________________________ _________________
event registration
bad credit 2nd mortgage uk
05-26-2009, 08:07 AM
#9
Joined: May 2009
Posts: 40
I've just put up another post showing a video of the firing system, destructible walls, and the new tile size. You can see it here: http://game.jseuss.com

The firing system works like X-Com. A slightly randomized bullet moves along a path until something gets in its way. If that something happens to be a wall then the wall is removed. The final game will have much stronger walls, but the demo video shows one-hit-kills paper walls.

I've also changed the tile size slightly. Although that means the walking animation needs tweaking again..

If you could take a look and leave comments, that'd be great!

JSeuss Game Dev Info for Isochron: http://game.jseuss.com
Twitter: JSeuss
----
Other iPhone Apps and Utilites
05-26-2009, 01:55 PM
#10
Joined: Feb 2009
Posts: 338
It's looking very nice...amazing how quickly it has evolved.

An earlier poster mentioned Rebelstar Tactical Command on the GBA, which was built by some of the original X-com development team. While I liked the game, they omitted the research of new technologies mechanic from X-com. If you're so inclined, I'd love to see that feature show up in your project.