click to select a member, and to initiate an action, # keys to choose action. 1: select 2: move 3: rotate 4: attack 5: special 6: squad 0: end turn you start with 3 mines, 5 med bag uses, and 50 bullets per soldier. they reset on the project start. any recommendations for loadouts or edits? leave it down in the comments
log: 2/16/2023- I have been working on this for 3 DAYS. ITS STILL NOT DONE. If you haven't noticed, I imported the tile background from those experiments I did a while back. the issue is that each tile is an individual sprite (due to clones being annoying), and importing them wasn't an option, so I had to remake each sprite by hand. I also made the miniscule change of removing explosives from the title, as it isn't the only troop anymore. I still need to add full functionality to the tiles (read as: cry for three more days). I need to randomly generate terrain, and make squad movement do something other than sap your AP. I also need to import the objects from the original "engine". Here goes the obligatory copy and paste: still got a lot to do. if you forgot: squad move; different troops; enemies; enemy AI; rng maps; loot; base; missions; cosmetic upgrades... and more 9/16/22- I've been busy with me and Pac's Collab, so i forgot about this series. I'm returning to work on it now. added very basic squad movement. 7/14/2022- added some "placeholder" costumes for the troops. I say placeholder because I might keep them. they are from my unfinished game called blaze of glory. 7/14/2022- I finally made the medic heal other player characters. his med bag has 5 uses. he heals 1/5 max health (100)+ 2-3 extra points. he CANNOT heal himself, as that would be unfair. also, I simplified things a bit more on the inside, and made it more readable. 7/12/2022- if anyone is wondering, I don't need to make actions check how much AP you have, since the ap only adds 30. this means if you went into the negatives last turn, you will have that much less AP this turn. this was a happy accident : ). I also finally added a player manager, so that troops code weren't bogged down. also added another troop, and made it easier to copy them. still got a lot to do. if you forgot: squad move; different troops; enemies; enemy AI; rng maps; loot; base; missions; cosmetic upgrades... and more 7/12/2022- finally added variable ap usage for travel. it is a bit wonky though. still got a lot to do. if you forgot: squad move; different troops; enemies; enemy AI; rng maps; loot; base; missions; cosmetic upgrades... and more. 7/11/2022- 9:00, had an idea. added an arbitrary 5 sec. enemy turn. added AP usage. I still need to add: variable ap for different lengths of travel; different troops; enemies; enemy AI; rng maps; loot; base; missions; cosmetic upgrades... and more 7/11/2022- I'm on a roll! removed the instruction list. if I'm gonna be honest, it was for me, not you, and I no longer need it. i also added the top HUD, turn... counter? and AP. no AP functionality, yet... 7/11/2022- forgot to do a couple things, thought I could get more done. finally made bullets cease to exist after firing, instead of hovering, and... The HUD is back! i also made a couple more cursors. now to work on the AP. 7/11/2022- I realized that I liked the old one's style more, so I changed this one a bit. made it more turn based friendly. as much as I liked the fact that the character always faced the mouse, it had to be changed. I did leave in the 360 shooting though. I might change it. I plan on adding the old UI back in, as well as some other things. I also have to add more classes. 7/24/2022- realized I left out the shooting code. I fixed it. also remembered fallout tactics and added it to the list. made a relatively new bullet engine from scratch. also thought it was time to explain that this is a defensive class. this will be explained further. 6/24/2022- made the base class with the ability to move and plant mines. called it a day. tf2 blackhawk rescue mission rainbow 6 (not just seige) old school fallout other tactical/class based fps games fallout tactics