Rebel Squad

Lots of loose ends tied up this week. Upon feeling the onset of burnout, I dropped things down a gear and focused on some simpler tasks - which turned out to bring a bunch of things together and make the game feel more whole.

In summary, the odds and ends done this week:

  • Grenades. Equip them and throw. They will detonate at the end of your current turn.
  • Medical packs. As expected, when used these recover a good chunk of health.
  • Victory points. Added for achieving specific things in game. 100 VPs wins the game.
  • Turn counter. There may be a limit in number of turns allowed in a particular game.
  • Cover. Moving a unit onto a tile with an object gives them some protection from incoming fire.
  • Shot decay. Some weapons (such as shotgun) have diminished power over distance.
  • Throw. Items can be thrown a certain distance dependant on item weight and unit strength.
  • Death drops. Items carried by a unit are dropped when they die.
  • Shadows have been added to the levels. Makes it look a bit nicer.
  • Armour now has a reductive effect on damage when a unit is hit.
  • Burden. The weight of everything carried by a unit affects their number of action points.
  • A few sound effects have now been added for various events.

As planned last week, a 2-player game is now playable from start to finish. Opportunity fire has yet to be implemented, as has all of the code for computer controlled squads. I expect these two will be the most technically tricky aspects of the game.

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