Ships can turn around now, and a basic computer AI is almost complete (<– takes a lot of time :P)

This is day 7, if this was a 7DRL challenge, I’d be screwed up already, which is a good metric for the upcoming challenge on February 2010 (I managed to get more time up to this point than I thought I would, situation may be similar on february). (I must not let the scope grow again)
This is a description of the combat system, which foundations were proposed by Mr. Jeff Lait (of POWDER fame), feel free to discuss!
Combat System Description
- One army agains another army of starships
- Player controls one Army, Computer controls the enemy army. (Maybe hotseat mode in the future)
- Each ship has a movement range and a firing range.
- Player can move only one of their ships each turn, then goes the other player.
- All ships fire automagically each turn as long as their enemies are in their firing range. (So the player only moves them and turns them)
- Each ship has a shield which is damaged everytime they are hit, if shield goes below zero the ship explodes in thousands of flixels.
- If the player loses all his ships, he loses
Following are the pending tasks, from the base planning:
- Add Sample Ship Data
- Finish Fire Action
- Simple Enemy AI
- Sample SpriteGear Data
- Mock combat scenario generator (with SpriteGear)
- Capture SpriteGear
- Mock assault group generator (2 Ships alone + 1 SpriteGear)
- Starmap generator
- Create Expedition
- Expedition generator
- Sector Generator
- Setup Assault Group
- Ship Data
- SpriteGear Data
I also managed to grow the to-do list with some cool things (courtesy of having left my home keys at the office). Here goes, unordered and crazy
- Ship rotation
- Missile and laser fire animation
- SpriteGearAI, can summon slave ships
- Add alien factions
- Fighting over planets and asteroid fields
- Add recovery to ships
- SpriteGear capture
- Tie battlescenario generator to section type and zone difficulty
- Movement animations
- Add flavour messages with portraits
- Add expedition status screen
- Add energy cost to ship warps
- Add fancy ship warp animation
- Add fancy starfield simulation parametrized by zone
- Add mothership section tile to zone
- Add friendly space station section tile to zone
- Buy and sell ships and supplies at friendly space stations
- Add quest sections, can do quests for energy to warp to other zones
- Add a tutorial
- Add pre battle setup (show what’s the enemy, then select a formation) [Stand Fast, Balanced Wedge, Line, Outflank, Inverse Edge] Each formation has an energy cost
- SpriteGears have special moves which van be triggered via command, or used automatically while on crisis
- SpriteGear are commonly weak at short range and need to be escorted
- Show detailed ship data in a square on hover, including faction, model, direction, energy and an image.
- SpriteGears are cau… [end of notes]
An alien from the Orice sector also pointed out some things to note:
you’ll definitely want some more dynamics later to make it more fun (like positional bonuses, shield ships, different types of ammo/shields, repairing, cloaking, etc
its just hard to tell what is your ship vs an enemy ship
[the cursor] should change or flash or let you know you are in firing range somehow
i would expect you would hit ‘lock target’ and then I would mouse over the enemy – just need to make sure the visual feedback reinforces that
Aprox. Work Time: 18:45 (15:15+3:30)
Over the original plan:
Expected: 14:00
Invested: 14:10
Advanced: 19:00