Hey, a working update!
So, I've been playing a load of the game recently, scrutinizing every little gameplay detail. I've never designed a map for a strategy game before, so its a very interesting challenge, balancing the map to be fair on for each team while still being visually interesting and hopefully asymmetrical.
Something else that Dr. Crow and I are realizing, is that our game is a different beast from anything we've played before. The gameplay style is kind of half way between turn based and realtime. Since the player only has 3 moves per turn, choosing where to focus your attention becomes critical.
For example, you might have to decide if you hold off healing a Copter (uses 1 move) to move another 2 units into a position where they can intercept an encroaching Soldier going to capture a city. But you better time that heal well, because the enemy just made a tank, and that's going to mess up your frontline assault if you don't take it out in a couple turns.
Figuring out what the strengths are in this particular style of game is going to be paramount. We've decided not to take the easy way out and totally mimic other turn based games. We're trying something new here.
We are really going to need the input of the community to figure out what you all like and don't like. What works and what doesn't.
With regards to the alpha/beta/compiled code, Dr. Crow has a little more magic to work and squash a couple more bugs. I'm really psyched to let you guys start playing!
And, the magic in my hat ... I'll be showing that off by this weekend I'm thinking.