OK. I got sidetracked by other projects, but I've been working on this again in the last week or two. I still haven't decided about my graphics; I do think I am 50/50 on whether to double the resolution, but have discounted the idea of moving to isometric sprites, since they would be painful to animate and flat sprites feel more comic-booky anyway (good excuse?).
Worked on the UI and visual feedback a lot. Below you see Green Goddess about to shoot Stinger, with plenty of other options for movement. The small targets on the clear ground are where she'd be shot if she moved and the small explosions where she'd be meleed (eyes are her LOS).
It really feels a lot more like a game now: there are real choices to be made about where to go and how to fight, and the interface gives enough info (too much, actually, since nothing can be turned off yet). Still no sound at all, though. Thing is, it is effectively just a death-match at the moment, which is rather shallow and the characters are still rather bland, since they don't have much differential since they all have melee and sprint abilities and a few have a ranged attack(they have different skill levels in those though). Need to think about different powers, I think!
My usual composer has written me some music for the game. Sort of over-dramatic 50s SF B-movie style, which is good, but not worth using it in the game any time yet.
If anyone is particularly interested in testing at this alpha stage, then drop me a PM; I can give you an executable for Windows or OSX or Ruby source for Linux. Although written in Ruby, the fact that it it is effectively running > 200FPS (though capped at 60fps) on a 2.5Ghz machine, means I'm not worried about performance, but then in a turn-based game this shouldn't be an issue.Implemented game features
* Play in single-player (Human vs. AI), hot-seat (Human vs. Human) or AI vs. AI modes. Bystanders are always controlled by the AI though.
* All characters can:
- automatically attack if they have actions left in another player's turn:
- get reactive melee attack against an enemy entering OR leaving an adjacent tile.
- make ranged shots against anyone moving in their LoS and within range (over-watch).
* You can select your Baddies and/or Goodies to:
- move around.
- melee with enemies (Baddies => Goodies or Bystanders, Goodies => Baddies).
- shoot enemies within range and LoS.
- sprint to get extra movement (sacrificing all actions for that turn). Can be cancelled at any time (if you have enough MP left).
- see indicated:
* all tiles they can move to
* all enemies they can melee
* all tiles where they'd suffer reactive fire or melee
* all tiles they have LOS to and all enemies they could shoot (assuming they have a ranged attack)
- the AI is pretty dreadful, even by game standards
- Goodies/Baddies AI can:
* charge into melee with an enemy in range.
* shoot an enemy within range and LoS.
* if baddies, will prefer to attack goodies over picking on bystanders.
* move aimlessly.
- Bystanders AI can:
* wander aimlessly.