I've been poking around the source code of some crafty demos to see what's the best way to go about this. Spoiler tags 1 = #yuufoo transcript, Spoiler tags 2 = Summary of major game mechanics as I understand them.
[21:16] <Raijinili>
http://lacrimacastle.net/forum/index.php?s...indpost&p=85871[21:16] <Raijinili> use a YAML highlighter
[21:16] <Raijinili> or here
http://pastebin.com/np52yk5G[21:27] <drsturm> So, can a player character move, fire, and then move the remainder of their circle (I prefer the circle as a PB fanboy)
[21:28] <drsturm> Hmmmmmmmmm
[21:30] <drsturm> Your initial sketch had Yggdra shooting units. Do we want to keep it like that or should we do bullets? If they're moving and then shooting and then hopefully covered when an enemy shoots, bullets make more sense unless we could do something like maybe the units all deploy in front of your shooting position and then there's a play-out scene where all the player and enemy bullets fire and then then begin again (dependent on results)
[21:30] <drsturm> Player and enemy units "fire" is what I meant
[21:32] <Raijinili> uh
[21:33] <Raijinili> let's use units for now because
[21:33] <Raijinili> the sprites are there
[21:33] <Raijinili> [00:27] <@drsturm> So, can a player character move, fire, and then move the remainder of their circle (I prefer the circle as a PB fanboy)
[21:33] <Raijinili> my only issue with that is UI complexity
[21:33] <Raijinili> it's simpler to shoot before or after move
[21:34] <Raijinili> you want them to, like, be able to undo, and take back moves
[21:34] <drsturm> So you want to shoot, not deploy?
[21:34] <drsturm> Fuck undoing.
[21:34] <drsturm> You don't get undos in shmups
[21:34] <Raijinili> it's supposed to be teamwork
[21:34] <drsturm> Nor did you in YU
[21:34] <Raijinili> it's a shmup SRPG
[21:34] <drsturm> Or any of the DHE games.
[21:34] <drsturm> Hm...
[21:34] <Raijinili> it's undo as in
[21:35] <Raijinili> before everyone sets Ready, they can redo their turn
[21:35] <Raijinili> since damage happens between rounds, this is okay
[21:35] <drsturm> Okay
[21:35] <drsturm> So shooting happens between turns, okay.
[21:35] <drsturm> That helps.
[21:35] <Raijinili> rather
[21:36] <Raijinili> bullets move right before their owner's turns
[21:36] <Raijinili> so a game progression would go
[21:36] <Raijinili> 1. gulcasa's team all move and fire
[21:36] <Raijinili> 2. your team moves and fires
[21:36] <Raijinili> 3. gulcasa's bullets move and damage
[21:37] <Raijinili> 4. gulcasa's team moves and fires (can't move past enemy bullets (somehow collision has to be defined))
[21:37] <Raijinili> 5. your team's bullets move and damage
[21:37] <Raijinili> 6. loop to 2
[21:38] <drsturm> 2? Enemy team doesn't move again?
[21:38] <drsturm> Well
[21:38] <Raijinili> at 5 your team didn't move yet
[21:38] <Raijinili> so union bomb, instead of being holding down a button and waiting for people to join (which i thought was a really cool idea)
[21:38] <drsturm> I guess if it's scrolling then the enemy would take a position and try to hold it or retreat (be defeated)
[21:38] <Raijinili> would be to position yourselves and someone's action is Union instead of Shoot
[21:39] <Raijinili> huh, so a scrolling turn-based game
[21:39] <Raijinili> i only realized today scrollers don't actually move the player's ship
[21:40] <Raijinili> i also had ideas about passive/aggressive (meter) but they don't fit as well in turn-based
[21:40] <drsturm> Alright, I have to soak my piercings, I will be back in ten minnutes. Brainstorm, ruminate, be creative.
[21:40] <Raijinili> 1. moving backward causes passive, forward is agg
[21:42] <Raijinili> 2. your passive/aggressive state depends on where you are on the screen. front quarter = more damage (meter loss). back quarter = smaller hitbox (meter gain) or whatever. middle two quarters = neutral
[21:42] <Raijinili> and i also tried to extend the (realtime) ideas to riviera
[21:43] <Raijinili> a riviera character's bombs will use the cards as weapons? or they will pick up diviners instead
[21:43] <Raijinili> (also (YU) you need meter to use your bomb, so it costs meter and also your bomb = card)
[21:44] <Raijinili> riviera: when you hold bomb (realtime), your OverBreak (which is the substitute for PasAgg) meter appears behind you, and your allies have to fit in those slots instead of into union formation
[21:44] <Raijinili> grazing prolly increases meter. damage also i guess?
[21:45] <Raijinili> == WEAPONS ==
[21:45] <Raijinili> when you pick up the SWORD symbol, you get either Sword powerup or a random Sword?
[21:45] <Raijinili> YU: the weapon runs out over time
[21:46] <Raijinili> Riviera: the weapon runs out per use