#2: Happiness is a Full ClipBit of a rude opening there. All ‘blah blah plug plug’ without even introducing you to the team. Well, say hi to the Nova lads and a few of their current foes.
(L-R: L.T(with autorifle), rifle grunt, launcher grunt, lasrifle grunt, sentry drone, robo gunner and some angry lookin’ robo missile-launcher thing. I really don't like that launcher design, but that's a problem for another day.)Today I’ve been tying up a few loose ends, fixing a crash caused by missile troops getting caught in their own backwash and implementing a (currently
very) rudimentary camera system for tracking the active enemy as well as following projectiles as they go offscreen. Oh, and I finally got around to implementing the ammo system.
Lt.Avon there, no doubt happy he can now run out of rounds at catastrophically inopportune moments.It’s a pretty simple system, in that everyone has infinite clips. Basically I wanted the tension of running out of rounds without the book-keeping of wondering who’s got enough clips left.
Which is a large part of the design ethos, really. Streamlining turn-based strategy to the core essence of why I love it so much. Now, I like a bit of Silent Storm, but sometimes I find myself wanting something more pick-up-and-play. Like when I don’t have a couple of hours free to ponder on stances, movement modes, facings and so on. And no Panzerkleins, obviously
That’s pretty much what I’m aiming for. Something Rebelstar had that its successors lost along the way. But still with enough meat on it for a fun blast of an evening.
Anyway, on we go. Things are shaping up pretty nicely at this point, with only overwatch/op fire missing from the core features. Currently the test mission can play to completion with the rest of the rules all working away, albeit with some pig-stupid AI. Which is what we’ll be dealing with next.
Bugger.