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Thread: PC Gamer interview - MOD support & PC interface.

  1. #1
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    PC Gamer interview - MOD support & PC interface.

    http://www.pcgamer.com/2012/03/16/xc...c-tactical-ui/

    We visited Firaxis recently to gather as much classified information as we could on their upcoming XCOM remake, Enemy Unknown. We talked to lead designer Jake Solomon about how exactly the PC version will differ from the console release. Firaxis told us that, in addition to a unique PC interface, they’re planning to make XCOM: Enemy Unknown modder friendly.

    “The idea is that there is the ability for modability,” said Solomon. It won’t be anything that we’re committing to for release, but it’s very very easy using Unreal titles. I write almost all my game code in the scripts, and that’s very easy to give to people.”

    The Civilization games have strong modding scenes. With the release of Civ 5, the devs included a built in map creator to make it easier for fans to make their own campaigns. “We have a great legacy of that at Firaxis,” Solomon added. “Of course that’s what we want. We want to make a distinct experience for the different platforms.”

    The separate PC UI will be part of that. The XCOM: Enemy Unknown screenshots that have been released so far have shown lots of Xbox controller command prompts, we asked if the PC build would use a similar system.

    “No, no, no. Nooo. Oh man, no. I wouldn’t do that to you, are you kidding me? No,” he said. That’s six noes there, folks.

    “We have a team that’s doing the PC UI, and there are some elements where it can make sense to use the base, like when we have menus and things like that, but our tactical UI is a standalone PC tactical UI.”

    “And so we have a PC tactical UI that we’re working on that is distinct, because obviously mouse driven with a tactical game – being able to select objects of interest – as opposed to a gamepad, where you’re cycling through objects of interest. No, no, we definitely have PC and we plan and we have UI that’s unique.” Thank goodness for that.

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    That sounds pretty positive. I'm excited to see some of the PC UI.

    Does this mean they developed the UI for xbox first, then PC? How big of a deal would that be? I wouldn't imagine it would make much of a difference...

  3. #3
    we have a PC tactical UI that we’re working on that is distinct, because obviously mouse driven with a tactical game – being able to select objects of interest – as opposed to a gamepad, where you’re cycling through objects of interest
    That increased my trust level by 20...

  4. #4
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    Great. When exactly can we pre-order this one?

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    Saw this repeated all around the net. Not really anything new, they're been giving both major points in interviews for a while now - I'm sure they mentioned they're doing a separate PC UI quite early on, and the "I want modding but we can't commit to it for launch" is a known assertion since about the RPS interview, I think. I, too, would like to see some shots of the PC UI. Also, sounds like this is material from a larger interview... I wonder if they've got something new for the next issue of PC Gamer?

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    I'm subscribed to it - so I'll let you know unless someone posts about it first.

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    Ta, that'd be good.

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    as opposed to a gamepad, where you’re cycling through objects of interest
    To me that still sounds like there is no free aim (for environment, like aiming at trees), because of consoles.

  9. #9
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    glad to know they are making modding, easy. would have been happy if they at least didn't try to resist modding.

  10. #10
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    Quote Originally Posted by Usul View Post
    To me that still sounds like there is no free aim (for environment, like aiming at trees), because of consoles.
    Videos suggest otherwise.

    If we can do it with grenades, why wouldn't we be able to do with guns? Plus Rocketing the wall of the building to give the sniper a clear shot.

  11. #11
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    Area effect weapons _could_ be an exception in the overall aiming system, but who knows. Until they show regular weapons to be freely aimable too I won't feel safe.

    With free aim comes the ability to fire outside your vision range though (if not directly at the point an alien stands, at least you can approximate the needed line of fire and hope for lucky deviation), apparently something only the sniper (with a perk) can do so it does seem unlikely to be in the game... unless that squad vision thingy is handled by simple accuracy percentage modifiers of course. "Out of personal view range -50% accuracy" would still leave room for lucky shots and the perk would remove that penalty.

    I'm really glad to have confirmation on good modding support

    ...but /me demands more info.
    --
    abitofftopicedit: didn't (at least) one of the original game mod projects change the way accuracy is handled for guns? Where they got extra penalties for trying to shoot above their range. Didn't play the mod that much, but I believe the idea was for example to not make the standard rifle obsolete as soon as you got laser pistols. Oh and heavy laser got stupid powerful burst fire and full-auto in that, but the idea to keep weapons useful throughout (or at least longer) the game was good.

  12. #12
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    Next PC Gamer is due out in stores April 11th, so I should get it around April 8th. I wouldn't be surprised if there's more info about the game - a new TB Xcom is huge news wherever you look in the world of the PC.

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