I've been working for some time on a game I named "Tactical Wars CX" (CX as in TI-Nspire CX, as it is targeted for colored displays), a two-player turn-based strategy game. Frankly, it is still missing quite a few things and there are stuff that needs to be changed. There is no AI for the moment, and although I cannot promise you anything, I'll see if I can add some sort of AI in a later version (and considering the fact it's a field I find interesting, there might very well be one in the future), as soon as I have dealt with more important issues. You may find it is lacking in features and everything might not be well-balanced, and I fully agree, and as I said earlier, I'm going to work on them later.
The first thing each player does is choose his or her military units, and then places those units on the map. Right after the units have been placed, the HQ (that spiky tower you can see on one of the screenshots) needs to be built somewhere. If during the game the HQ is destroyed, the player who destroyed it automatically wins. If all of the soldiers of an army are killed, the remaining army (i.e., player) wins. Each army has a certain morale, and that morale evolves during the game based on different actions and variables. The said morale can affect the amount of damage each unit inflict. Every unit--along with an attack, defense, and range value--also has a certain fatigue- or fuel-level, which both replenish if the unit is let to rest (tanks and helicopters get more fuel thanks to the magical Fuel Fairy™), which affects the range of that unit. Special units ("Spetsnaz Team" or "SAS Team") are not visible by the enemy as long as they do not shoot or are not shot. Just to make it clear, that "0 +0" thing you can see in the primitive HUD on the right, shows how much damage you've done during the game and the amount of damage you did on your last hit.
You can download the current version here, but be aware that it's an early version that requires some further developing:
Tactical Wars CX 0.2 (http://hoffa.franceserv.fr/twcx/tactical_wars_cx_0.2.zip) (older versions & source code (http://hoffa.franceserv.fr/twcx))
Changelog:
- 0.2
- Fixed a typo in the code that might have caused issues at the end of a game
- Fixed an issue that caused the game to crash at the end, if the user had returned from the unit selection screen to the menu before playing
- Fixed total damage & previous damage sometimes showing wrong values
- Fixed an issue with Blue special units disappearing when placing them
- Added a simple in-game menu
- Added a proper victory screen
- Added a help screen
- Implemented a proper algorithm that generates a list of cells within a certain range (rather than being hard coded)
- If the player presses the "0" key, circles are drawn around the units for more visibility
- The fuel/fatigue now decreases/increases based on the distance moved
- Changed the attributes of different units for more balance
- The initial available area (on the only map) for placing units has been reduced
- Only one loop is now used to draw the units, rather than two
- Units now face the correct direction when the y-coordinate doesn't change while moving
- After placing the units, the cursor goes to the last unit placed rather than the HQ
- When attacking, only attackable units are drawn over
- If a move or an attack is canceled, the cursor returns to the unit
- Blue units now initially face left
- Some minor code & UI changes
- 0.1
And finally, a few screenshots: (if you're as anal as me about stuff not being aligned perfectly, well every drawn string is actually one pixel too low on the emulator)
(http://webgel.net/bf/32/1.png) (http://webgel.net/bf/35/1.png)
(http://webgel.net/bf/31/2.png) (http://webgel.net/bf/21/3.png)
(http://webgel.net/bf/10/4.png) (http://webgel.net/bf/8/5.png)
If you want to know how to return to the menu after a game, read this: http://ourl.ca/13814/260412 (http://ourl.ca/13814/260412)