Wow, it has been a few days since the last proper update! I took half of last week off so that played a part I suppose, but a break every now and then is good
Despite still being really early in the development process I got a little play-testing done which yielded lots of great suggestions. It was really helpful to sit someone who had never played Isomer down and, without telling them anything, see how they got on. Whenever I had to explain anything I made a note (excluding where functionality was missing or a work in progress). I then went through and redesigned / tweaked some bits to make things more obvious to new players.
Then my dev machine decided to go a bit wobbly, so I lost a day backing everything up and reinstalling the OS and Visual Studio (which seems to take an age!).
In terms of new stuff, I've got a rough design working for the unit upgrade screen. Each unit the player controls can have two bits of equipment (one on each arm) and armour. The player has to decide what to equip each arm of each unit with, i.e. weapon, mining or building attachments and each type of equipment can be further upgraded at a cost to overall weight. Here is a work in progress screenshot of the unit equipment screen (ignore the quick and dirty dev placeholders
Dead aliens / units can be harvested for parts now which cleans up the battlefield a little bit. The number of resources recovered depend on exactly what equipment the entity had and a bit of chance.
I also fixed a funny bug which caused friendly unit to panic, turn and fire at their teammates when suddenly coming underfire.
Finally, I also formalised everything I want to do with Isomer into a rather spiffy design document. It felt a little counter to the spirit of indie development to write up a document like this, but it really helped to highlight things that still need thrashing out as well as solidifying the core ideas. Something I need to do is go back to my first post on this thread and update it with extracts from this, hopefully I'll find time this week to do that.