Aww shit. After working for week non-stop on one project, I got into little burndown. So I started working on small, minimalistic RTS, a battle of geometric figures, similar to Geometry Wars in look. Platform: C#/XNA. The game is supposed to be multiplayer only, a recovery project more than something serious. Will post pictures as soon as something will be worth showing.General idea for the game is like this: Game is in 2d, top-dow view set in undefined 'space'. You start with a blob that has certain HP (aka Strength aka Size). This is your warrior. You can't move when you're in blob state. When you exit the blob state, you can't return to it willingly (not to stay in it, it's used as a trans-state between others). You can switch your unit into triangle, circle or square (1). Triangle has advantage over square, square over circle, sphere over triangle. Typical rock-paper-scissors. All of the forms have advantage over blob state. Changing between states takes some (yet unspecified. 2 seconds? maybe) amount of time. During that time you're in blob state and prone to attacks. You can issue two commands: Move or Split. Movement speed is inversly proportional to HP (ie, smaller units are faster).When you split, your unit is divided into two same type units that are exactly half it's HP. When you issue a move, you can either ask your unit to move to some point in map directly, or draw the route for the unit to follow. If you ask to move your unit into your other unit, they join, combining their HP and become the type of the bigger one. If both have same amount of HP, the base unit is the one that was the target of the movement, not the one that moved. Combining takes time depending on size of the combining units. Each normal unit state has front, sides and back. Blob state has only back sides surrounding it (and thus is vunerable to attacks). Outcome of units colliding is determined by their HP, type, facing and relative movement speed. They issue damage to each other and they either become locked down (if damage is equal), loser's HP is halved (if the difference is big) and he is divided into two smaller blob-state units (exactly 1/4th HP of the original unit each) that have temporary boost of speed, rout and split at direction 45 degs to the back of the collision vector (2), or loser is destroyed (if difference is huge) if the unit has gone over surviving HP limit. Damage is done once per second. It's called 'damage phase' and is separate for each battle. You can disengage from the battle, it takes one damage phase and only you take damage during that phase. If both units are facing each other, their damage is resolved at the same time. If unit is attacking other unit's side, only he does damage on the first damage phase. If unit is attacking other unit's back, only he does damage on the first damage phase, disengaging doesn't deal damage to it.HP determines 'initiative' ie, the bigger you are, the faster you go in battle. Each turn the bigger one deals damage first, (not counting the first round if he's attacked from back/side, which is free) and the initiative is 75% if you're attacked from side and 50% if you're attacked from the back.If the enemy is destroyed in a damage phase before his turn to attack comes, he doesn't deal damage.Winning conditions: If all opposing units are dead, you win. If opposing armies are less than 1/5th of your armies and there have been no battle in certain period, you win. In any other case the person whose units haven't battled for longer than 30 seconds, lose.
Seems complicated, but it shouldn't be so to play. After all, even rules for tic-tac-toe take longer to read than one match actually lasts.