Added.Some feature requests and suggestions:
- Quick "Retry" function in pause menu
Not sure what you mean with this, but now START or P will pause/unpause and SELECT or ESC will toggle the in-game menu.Consolidated start button pause menu and esc key pause menu
Pause is a bit redundant if you're in realtime mode, but not completely (you can still see the map in the background, which might help to consider a strategy)
Made any key unpause in realtime mode, or START/P in non-realtime mode (you might need game button A in that mode while paused)Unpausing with game button A
Still have to do this one, what kind of warning did you have in mind? A sound? Something flashy around the low HP unit?A very prominent warning on low unit health
Added this, keys 1-9 will temporarily set the speed to 1-9. If you stop pressing the key, things go back to the original speed which you can still change with "S". This is why the 1 key can be useful, e.g. if you play at speed 9 but want to slow things down to normal speed sometimes.'Hold key down' temporary speedup function, where the game is sped up for as long as a certain key is held down. (For instance, holding down the '1' key speeds up 3x for as long as the key is held, holding down the '2' key speeds up 9x for as long as the key is held, etc.)
Yes, it is a bit long. I'll have to tweak all sounds, but not now.The unit mode change sound /may/ be better if it was shorter, maybe only the first half of the current sound.
Askarus also had this idea. We'll use icons to graphically represent the mode, when Askarus or me have time to design them.On unit mode change, display the current mode somewhere around the unit's firing range indicator (in addition to the in-menu display).
Yes, this was annoying - I already changed it in my working version to just select the first item instead of the remembered position. You can already use the dpad to select a build option - you never have to click the screen for anything. Shortcuts could be a good idea, I'm just not sure which shortcuts make sense. P is already used for pause.When opening the build menu (currently game button B ), do not remember the last used unit type in order to prevent falsely placed units. Instead, add additional absolute key mappings for upgrades. (For instance; use the Q, W, O, and P keys for the 0th, 1st, 2nd, and 3rd menu item respectively; or use D-Pad directions while game button B is held down; or implement upgrade queues and give a dedicated key to each possible unit in the tech tree.)
Question: would it be better to make it take some time to build/upgrade a unit? Currently it happens instantly; it wouldn't be hard to add a timer to it but I dunno if it would make gameplay more interesting or not. Units could be down during the upgrade time or just not be upgraded yet.
There haven't been that many changes yet, but I could release a new PND if you want. I just don't want to pollute the repo too much with constant updates, so unless someone wants to get the latest version NOW, I'd rather wait a bit before I put another update online. The bugs discovered so far are not making the game unplayable.
Also note that this game runs much smoother in the latest SuperZaxxon 1.51 thanks to some kernel tweaks by notaz. Also thanks to notaz, you can now minimize the game by pressing the pandora button!