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- Pages 220-221
- With the lead of Jake Solomon, Firaxis went to a wholly different direction whereas
- Xenonauts offers an updated version that pulls all the right strings, differing
- from Solomon's vision by being delightfully merciless albeit graphically inferior.
- In 2010s the legacy of X-COM is in good hands with the amount of variety available.
- New games also take into consideration the amateur developers. Goldhawk picked
- prominent members of the community to develop the Community Edition, built on
- the source code of Xenonauts. This was a clear countermove to Firaxis' idea
- to make XCOM 2 a freely modifiable playground.
- XCOM renewed, UFO: Extraterrestrials and Xenonauts modernised but there is a
- neoclassical take on the alien wars whose roots are deeply seated in 1994.
- OpenXcom
- Released: Still being developed
- Developers: SupSuper, Warboy, NineX, Daiky and countless others
- Platform: PC, Mac, Android, Linux
- ________________________________________________________________
- If Xenonauts or UFO: Extraterrestrials don't quite hit the mark and you don't
- care for the streamlined XCOM by Firaxis, there exists a new version of X-COM which
- could be compared to a carbon copy of the original. The unofficial main rule of
- UFO: Enemy Unknown states that a clone will probably be more succesful the closer it
- is to the original. This rule is made true by OpenXcom which provides for free
- what many have dreamt about since the last millennium.
- Sometimes new things can be created straight from the old and there's no point in
- modifying the original. OpenXcom returns straight to the source of UFO by constructing
- a new technological core hidden under the graphics of the original breakthrough game of
- Mythos Games. The OpenXcom project was born in the early 2010s, started by programming student
- Daniel "SupSuper" Albano's will for experimenting different things because after creating a Tetris
- clone he wanted to jump straight into the deep end of the pool.
- The end result was OpenXcom. This clone utilizes the original UFO: EU data files while fixing
- a slew of the original games problems and offering tools to modify the game. The goal of Albano
- and the active community is to restore the original's atmosphere without it's problems. The
- codebase is self written from scratch, distributed free of charge to everybody. Where
- Scott T. Jones' and others XcomUtil attempted to fix the original UFO by updating it
- through utility programs, Albano and his companions decided to build the game up from scratch.
- On top of that OpenXcom enables the original UFO to be compiled to practically any platform.
- FIRST TETRIS, THEN X-COM
- Living in Portugal, Albano began his university studies in the year of 2009 and to balance the load
- of schoolwork he had to think of something to do. The answer was the computer lab of the campus
- but the computers there only had some development tools. "Since I didn't have my own computer, I had to think
- of something to do on my free time. The computer lab only had software development tools so I began doing
- small projects to pass the time", Albano says.
- He took the modernizing of UFO: EU's program code as his modest goal. The re-coding of the Gollop brothers'
- brainchild was quite an unusual idea, considering Albano only had one Tetris-clone on his list of merits.
- He wanted something to do and was looking for a challenge so in this case X-COM was a perfect choice.
- "I can't say why I chose X-COM in the end. It was often in the headlines and a lot of fan projects
- were being made at the time. I began searhing information about the inner workings of the game from
- the UFOpaedia website and applied those on my own programming experiments."
- Albano scoured the web, familiarized himself with the basics of programming and got to work.
- The task was made easier by the UFOpaedia website - maintained by active X-COM enthusiasts -
- which holds detailed information about the inner workings of UFO: EU. At the same time he
- came up with the approach to his project: UFO programmed from the ground up with a codebase
- that everybody could use for their own projects. In the sea of new versions made by fans, Albano's
- solution was quite original. "I was really surprised that others hadn't thought of it. I had followed the
- progress of many fan projects and had taken part in a few of them. None of them felt like the original game so
- I decided to return to that. Even though MicroProse and the fans had done some things to upgrade and fix
- the game, there were a lot of things that I wanted to tune up. I also wanted to stand out from the crowd and
- offer the codebase for other people to work with."
- Albano didn't have access to the original game's source code and on the other hand no interest
- to examine it. He started from ground zero and began programming. Though the workload was massive
- he kept at it working piece by piece towards his final goal of an updated X-COM. "I simply started by writing
- code and solving problems as they appeared. As the project grew, I could see the big picture more clearly
- enabling me to arrange my work to functions and classes. I knew nothing about the inside mechanics of UFO
- but the UFOpaedia site had much details about everything. From there I got accurate descriptions of the game
- mechanics and the game's way of reading data files, which I used as the basis for my project."
- //Image1 Text Start
- For example, OpenXcom offers better resolutions enabling a larger view of the game area.
- //Image1 Text End
- Pages 222-223
- The beginning was all about research as Albano thought of ways to build the game's functionality by loading
- information from the data files and how to draw graphics on the screen. The project advanced but at a
- snail's pace. During the year 2010 Albano uploaded his work to SourceForge so he could access the code from
- anywhere. His fear of hitting a brick wall and the project sinking kept him silent.
- However a user with the handle of Michal found the project and contacted Albano. Michal was working on the
- multiplayer focused UFO: Two Sides fan project at the time. A user operating by the name of NineX joined the
- crew and the three of them unveiled the OpenXcom project on May 2010.
- The year 2010 was a busy time for fan projects of X-COM. Multiple projects rose and fell in the blink of
- an eye. Meanwhile, official X-COM was exhibiting signs of life with 2K Games announcing their infamous
- action game which was later refined to The Bureau: XCOM Declassified. OpenXcom progressed but in a tense mood.
- Albano and his team hit their first major problem when trying to add the strategic Geoscape view to OpenXcom.
- The globe was a mystery as only a few people were familiar with the code running behind it. Finally the team
- prevailed even though the first few attempts bore no fruit. According to Albano the Geoscape is one of the oldest
- and most complex pieces of OpenXcom. When it was in working order they released the first version. They still only
- had a half a game on their hands.
- //Image2 Text Start
- OpenXcom supports UFO: Enemy Unkown and also X-COM: Terror from the Deep.
- //Image2 Text End
- SUBCONTRACTING TACTICS
- Albano had purposefully hesitated with the Battlescape as he was not sure how to get it to function or even where
- to begin the development for it. Then came a stroke of luck as Tom Van Dyck known by the handle Daiky offered
- Albano his version of the Battlescape. It was added to OpenXcom and the two separate projects were merged and
- began development as a whole. Albano would keep improving the Geoscape whilst Van Dyck was in charge of the
- evolution of the Battlescape.
- By the year 2012 Van Dyck and Albano, with the help of other voluntary workers, had the basic blocks of OpenXcom
- assembled and the project was nearing completion. At this stage student life was taking it's toll and Albano
- teetered on the brink of a burnout. By 2013 Van Dyck left the project for personal reasons and the future of
- OpenXcom was looking rather bleak.
- Edward "Warboy" Zanon who had modded his own version of OpenXcom came along. He instructed Albano on many of
- the missing features and became a part of the team. Zanon built the basis for the modding community and thanks
- to him many tools enabling user created content were added to OpenXcom. Albano and Zanon pushed OpenXcom over the
- finish line and a version containing all the important features was released in 2014.
- During spring 2016 the leading people of OpenXcom were working to fix up X-COM: Terror from the Deep.
- Since these two original games share a lot of the same code it has made working on TFTD a tad easier.
- "The first two games' program code is practically identical so it made sense to make both games part
- of OpenXcom. All the user has to do is choose which one of the campaigns they want to play", comments Albano.
- A remodeling of X-COM: Apocalypse is also underway but this third installment of the franchise differs heavily
- from the previous two so proper research is needed before any work can begin. By spring 2016 OpenApocalypse is
- still a work in progress with Albano and his team taking part in the project. "Since this game is not built on
- the same codebase as UFO and TFTD we cannot make it compatible with OpenXcom. We thought about it but it made
- more sense to create a new implementation for the third X-COM."
- Apocalypse's excessive complexity also causes difficulties and only a few have scoured it's source code with
- the same kind of zeal as was the case with the first two games. When even the creator of the series Julian Gollop
- has no idea of how the AI of the game works the fans are sure to have a load of work on their hands.
- //Image3 Text Start
- I can't make out this part of the text fully. Something about
- modding enabling the player to field the Enforcer robot on the Battlescape.
- //Image3 Text End
- OLD CHASSIS, NEW ENGINE
- UFO: EU benefits from a load of enhancements when the code running in the background is brand spanking new.
- Part of the upgrades are purely cosmetic as other ethnic groups can now be seen on the battlefield besides the
- original blonde haired soldiers. "The biggest individual factors are compatibility and stability. The game
- runs on modern setups and you don't have to worry about technical limitations or crashes", Albano states.
- The graphics support higher resolutions and you can get a larger view of the Battlescape. "As far as game
- mechanics are concerned OpenXcom is tit-for-tat with the original game but the functionality
- Pages 224-225
- has been obtained through self programmed code. I never had a peek of the original source code so each line
- of code is self written."
- Usability of the game has also been improved. Radar coverage is now displayed on the world map and the player can
- build his own starting base. Item limitations have been removed and the pathfinding is more sensible. Albano and
- his team deserve a tip of the hat because this classic X-COM with a new game engine has shed it's skin absolutely
- magnificently. Moderate enhancements keep the feel of the original while cleaning up some of the nuisances.
- Along with graphics the controls are also improved. At last X-COM supports the mousewheel.
- It's easier to copy the success of UFO: EU the closer you keep to the original. On this relation OpenXcom truly
- is the successor of this legendary game as Albano and co. understand the things from which this Gollop brothers
- game's cult renown stems from. Botox and scalpel have been applied to just the right places. OpenXcom refines
- the original game even above Gollops own vision. "The original UFOs game mechanic just simply works: rookies
- are bad at hitting things, the aliens are ruthless and the mix of the two gamesystems is balanced just right.
- Basic level stuff is easy to screw up because balancing is precise work. Randomization and the mechanics
- derived from that are at the very core of the original game", states Albano.
- On top of that OpenXcom includes comprehensive modding tools which enable the magnificent core game to be
- used in totally different ways. While being a great fix for the original game, OpenXcom is also a valid
- game engine built solely for the needs of the best known game of it's genre. On this backbone it's easy for
- others to build their own castles in the air. "The users have made loads of content for OpenXcom. In addition
- to weapon and enemy updates they have made complete games which take place for example in the Caribbean and
- focus on piracy", Albano states.
- One of the most ambitious fan projects sails under the Jolly Roger and is known as X-Piratez. It takes X-COM
- to the far future where humanity who lost the alien war has regressed back to the era of eyepatches and peg legs.
- X-Pirates is a superb testament to the moddability of Albano's code as it feels like a whole new game.
- Even though OpenXcom fixes lots of UFO's problems an user interface reform has not been done. This open source
- fix is still as ruthless as the original so players who want to be treated with silk gloves should look to
- Firaxis' XCOM.
- Albano believes that some of OpenXcom's reputation and success can be attributed to the rebirth of XCOM.
- "The sequel made by Firaxis brought XCOM to the surface again and many want to see how the series began.
- Fans want to play X-COM as it's supposed to be played. Nostalgia and the ongoing retro gaming craze also bring
- new players to OpenXcom."
- //Image4 Text Start
- The european versions box art cover alien can be added to the enemy pool in OpenXcom.
- //Image4 Text End
- This community project is also pleasing to the father of UFO. "Regrettably I haven't acquainted myself with it
- very much but it is a fantastic project. It's great how volunteer work can give birth to something like this",
- Julian Gollop rejoices.
- Managing this successful amateur project has got Albano occasionally thinking about the wonderland of commercialism.
- "The thought of making my own game has crossed my mind but after the success of Firaxis' XCOM there will be
- a lot clones flooding the market. At the same time turnbased games are making a second coming. It's hard to
- differentiate oneself from such a big crowd."
- To run OpenXcom you need the data files of UFO: EU or TFTD which you can buy from digital retailers for
- a few dollars. The application itself costs nothing. Cheap is never good but in the case of X-COM you get
- the best for free.
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