RoboCaptain is a tactical shooting-based roguelike with a powerful
systems-management sub-game ala the old LucasArts X-Wing/TIE Fighter
games.
@ is one of the last military-grade robots, a RoboCaptain, which is a
mech-walker goliath thing.
At any time, player can cycle which system (Laser, Engine, Shield,
others?) is being charged from the Power Core, this will effect/be
effected by the player’s tactical situation:
* Taking lots of damage? Switch to shields... but that means lasers
are not recharging.
* Need to run away fast? Give a boost to your engines... but don't you
need that power for shields too?
* Need to blast away? Give all power to lasers and you will have near-
infinite ammunition.
Inventory is limited to X items, some items may be used only once and
then disappear, others may have a quantity attached (rockets, mines),
others have permanent effects while they are attached.
Started Saturday, 3/10 @ 4:30pm Eastern STANDARD Time
DevBlog here:
http://heroicfisticuffs.blogspot.com (with day 1
screenshot)
Original Google Doc Design here, and on the blog:
https://docs.google.com/document/d/1YzT1brqF8s5sOdN82Q9RqYhB_hPwn0xHtY1KSPzs1SY/edit