It has been another busy weekend. We’ve implemented some more stuff. This news’ screens will feature explosions on a crashlanded ufo. Also some graphics comparison between original game and ufotts (since we’ve been asked for this type of screens :) .

First old:
fire_o

Now new:

fire_n

Here I would like to clear up one thing. I’ve seen many people reffering to ufo the two sides as a “faithful remake of the original game”. It’s not quite true. Semi-faithful might be a better description. We never intended for this to become a higer resolution version of the original game. We haven’t even considered this to be ufo deluxe with added keyboard shortucts and bugfixes. However, many people seem to think of this game as such. Sure, many mechanics are quite close or even identical to the original game, but on the other hand, a lot of them are also different.

This game was intented for multiplayer only at first. Our goal is to recreate gameplay experiance of ufo 1 for multiplayer, not a faithful remake of the game. Singleplayer was added later. Therefore, everything revolves around multiplayer version of the game, which includes for example economy for the alien side. Adding economy changes the game. It’s not a simple upgrade, since the original’s version had its merits too and there can be situations where the old version might be better. Ofcourse we are trying not to deviate too much from the predecessor. But we are not making perfect copies of the previous mechanics either.

Some newly implemented mechanics are intentiounally different from the original ones.
For example: the first game simulated crashed ufo’s damage with engines explosions. Ufotts on the other hand will have more explossions on a smaller scale, which simulates damage from interceptor’s fire rather than internal engine failure.

Another difference is how motion scanner works. In ufo 1 you had to use 25% of your soldiers tus to see a map with dots indicating moved soldiers. Fun gadget, but its usefulness was not great. In ufotts you pick up motion scanner into your hand, press activate (one time action), and from now on motion scanner will work all the time. A bit more like motion detector in the movie “Aliens” and in “AvP” games. Your soldier doesnt waste so much time just looking at the monitor anymore. You still get some handicaps, like lower accuracy for using 2 handed weapon when holding the motion scanner, and there is a constant but very small drain of TUs each turn (unless you deactivate the scanner) which simulates your soldier’s peeking onto the monitor. Those couple of precious seconds could save his life, but in most cases won’t matter much.