If you want to sell the game, you need graphics. A simple tile set overlay would be the bare minimum.
Most certainly. As mentioned ASCII is going to become an optional mode and the default will be a professional sprite set (= by artist, not me). The GUI will also be overhauled to make every command mouse-accessible, and there will be a *lot* more visual effects both on the map and HUD consoles. Remember, Cogmind was a souped up 7DRL that wasn't visually expanded at all after the first week (besides the addition of a sprite set and a couple low-resource indicators). The game will become an example of what I plan to do with X@COM.
they are so small, tiny, itty-bitty things you need a magnifying glass to see them - that would be my request, Kyrzati, please make the sprites larger, or scaleable at least.
There'll be larger versions, so long as you have enough screen space. (I didn't make any larger sets for the original 7DRL, just the small ones.)
As for builds, my first and best run was based around heroically running away a lot.
Since the game is about escaping to the surface and no killing is required to advance, running will still be a viable strategy (even more so than before since it should become easier to maintain fast stealth builds), but there will be several new strategies as well, some of which can be more fun while just as effective.
If repairing is going to be implemented, I'd say to make it cannibalize another item of a similar type to repair a portion of the damage. Possibly something like 25% of the remaining durability of the disassembled item, up to 90% (nothing ever gets fixed perfectly...), plus 10% per tier if it's of a superior type, or -10% per tier if it's an inferior type. (So if there's a jump of more than 3 tiers, pretty much impossible unless you're running for the exit, you won't get any benefit at all. Technology's just too outdated.)
I think repairing is necessary to some extent, but it will not be a way to always stay in perfect shape because you are, after all, on the run, and repairing takes time. Thus I intend for it to in most cases be feasible only to repair a few of your more vital components (which those are is obviously up to you). *If* there are consumable items (haven't decided on those yet), some should have limited repair capabilities. And of course note that the core, as usual, will still be impossible to repair without evolving, though it may become easier to protect your core from damage using certain strategies.
The only method by which component repair would be possible so far is to use a repair station, and those require hacking to access and use properly (seeing as how you're not exactly authorized to use them). They'd take the item from you and once a long enough time has passed spit it back out with full integrity (in the meantime you can wait around, or do whatever you need to do). How long it takes to repair depends on how good the station is and what you're trying to repair. The most important aspect is how well you hacked the station. You can fail completely, be detected, the station is locked down and a security team is sent to investigate the location; the repair could also have a chance to be unsuccessful and the item is either not repaired, malfunctions when you try to use it, or malfunctions randomly at some later time. The longer you use the same station the more difficult it becomes to do so without being detected.
The current plan for hacking is not some annoying mini-game, but mostly menus with available options and the percentages for successfully achieving that goal. So it'll be quick to carry out, which is important given how prevalent it will be. You can improve chances at hacking certain systems through certain modules, and through familiarity with each type of system as the game progresses (i.e., experience). The percentages for success are a bit fuzzy unless you attach a hacking assistance device that helps make more accurate predictions.
Besides using repair stations, hacking terminals is how you explore the story, and it also allows for things like access to various kinds of extra map info, prototype IDs, schematics for items/robots, control of tunnels and doors, etc. Hacking fabricators enables you to build items, or robots, from schematics. Hacking "scanalyzers" can give you the schematics for an item in your possession, so you can fabricate more of them. The map is no longer empty aside from robots and parts--it'll have these machines and more (non-interactive ones) as well.
Currently under consideration:
- Consumable items? Repair kits, deployable decoys and turrets, and part upgrades (large variety). Not sure if I want these yet, as being able to change individual items may be adding a bit too much complexity, and there don't seem to be a whole lot of other uses for consumables. There are no mines, and not a huge need for other kinds of traps...
- Items that are not parts or consumables? These would be solely for creating hard limitations on very special items you could build at a fabricator, otherwise extremely long wait times become the strongest limitation and that's boring.
- Additional environmental hazards? Not sure if it's worth adding things like lava and/or acid. Pits probably wouldn't work too well since they have to lead somewhere, and melee combat will be adding pushing/throwing so it theoretically becomes possible to fall in, but I don't want the player going down a level. More likely are other theme-appropriate hazards like rooms full of powerful electromagnets, EM fields, or various machines, but these worry me somewhat: While fun, it can be difficult to balance them to prevent the player from abusing them with cheap strategies.
- Sensor types? Not sure if it will be worth adding IR, EM, etc. scan types. Might not want to integrate it into the gameplay to the point where it's more than just a cool gimmick. Once it becomes necessary to switch all the time that's a new facet of the game which may or may not be enjoyable.
- Fire/smoke? Affecting heat dynamics is interesting, but smoke implies a need for other sensor types... unless we just assume that robots are all operating multiple sensor types (and smoke/dust is just there because it's cool).
- Multi-slot parts? These were initially a part of the 7DRL, but I had to scrap them after forgetting about the variable for a while and there wasn't enough time to go back and take it into account. I'll probably be adding these, though you wouldn't see any until later in the game (partially to avoid the confusion they might cause). This would be things like massive cannons, huge shields, or perhaps carrying around your own personal robot factory.
Um, that's a big enough wall for today...