Haven't gotten a lot of work done recently. GameKit continues to be a major headache. I jumped in without thinking through all the cases that there could be, and since a lot of things can't happen without the animation playing I am currently in the deepest pit of callback hell. I have learned a valuable lesson though:
never, ever, ever, mix business logic and UI code, no matter how superficial and innocuous it seems or much easier it makes things in the short term. One of the problems is that certain UI elements use key-value-encoding of properties directly to change what UI they are displaying, and that has created scenarios where I have to hold off on modifying that property's value in the game logic till the UI catches up to it... its a Very Bad Thing. I've run out of scenarios where I can create desyncs between the two players in a match though, so that's something... it might be done.
I do have a new asset for the Wildfire ability that looks more like a fire, and a new, diametrically opposed ability: "Heal Aura." The player can put a heal aura on a square to restore 20 hit points per turn, making certain positions even more desirable and hopefully leading to even more intense conflicts over those particular squares.
The heal aura. Was trying for a pool of water type thing. That's the best I could come up with the symbolize healing. The animation is a ripple. I might make it more circular, I think it comes off as more like foil of some sort right now.
The new wildfire is taller. Looks better in motion.
I've also been thinking a lot about what sort of AI I want. I've had a number of classes on the subject, but none of the techniques I learned there seem to be easily applicable. I don't think I can use a chess-bot type AI here because the number of possible moves per character per turn is just too massive.