EXCOM stands for EXtensible Combat Open Modeller, and is a game engine inspired by the old UFO and XCOM games of the 1990s. EXCOM aims to be flexible and democratic in its approach, and is a fork from UFO:AI supported on MS Windows, MacOS X, and Linux.
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EXCOM stands for EXtensible Combat Open Modeller, and is a game engine inspired by the old UFO and XCOM games of the 1990s. EXCOM aims to be flexible and democratic in its approach, allowing the players and "campaign designers" to suggest new options, and then easily choose which ones they wish to use. EXCOM uses the Quake 2 engine, but is a complete game in itself, not a mod or Total Conversion kit. It is supported on MS Windows, MacOS X, and Linux. EXCOM is a fork of the 2.2.x branch of the UFO:AI project. We think the UFO:AI team is too focused on eye-candy rather than functionality, and that their vision of the game too rigid, with little or no room for new ideas or alternative implementations. So, after due consideration, we have decided to fork and make our project more of a *game engine* than a game: we envisage our users to be "campaign designers", who will use EXCOM to develop their own player experience. If you want to use EXCOM to design your own single-player game, why not get in touch with us on the Help forum -- we will do all we can to help you set up with our first release. Our second focus will be on supporting multi-player games, with emphasis given to the ability to quickly and easily decided on the game options to be used in any given match. Again, if you want to suggest ideas or just chat about what you think EXCOM can do in the future, why not head on over to our forums? We are currently working on pre-release 0.x code, aiming to make our first 1.0 release sometime in the early summer. Once we get the ball rolling, we will release much more often, ideally every week. If you would like to help, or are just interested in the project, drop us a line and say hello! These are going to be exciting times! Dima "nemchenk" Nemchenko
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