Rogue with Purple Hearh – middle of day 6

Rogue with Purple Heart is almost done. I should improve level generation (there is one, ‘all-time-straight’ path from left side of the map to the right side of the map; I tried to make level 100% passable by drunkard’s walk, but it works weird; some new attempts will be tested tomorrow), there are some issue about last level and I would like to make simple ‘perk’ system, but that’s all and it should be done tomorrow (or even today). One thing which affraids me it’s lack of playtesting, so lack of balance. This is reason why I ask for ‘date compartment’ clarification (on the roguetemple forums) – one day more would be ideal, it would be day only for polishing. Ouh, probably I will do special ‘post campo’ release.

Anyway, interesting things which are implemented already:

– simple ‘speed system’
– simple-but-significant differences between player’s classes (infrantryman/rifleman, scout marksman, reconnesaince man, machine gunner, sniper)
– balance and historical related differences between player (US Soldier) and enemies (Vietcong partizans), so player has better weapons, but enemies are just *better* in jungle fights

There are few design choices which I’m not sure. In most cases it’s about ‘realistic’ / ‘immersive’ choice. For example, word ‘sniper’ is associated with long range units, which are very dangerous. Machine guns usually link with weapons which are very dangerous due to ‘high dps’ / ‘high damage-for-bullet’ rate, but not necessarily as long range units. So, I think that more immersive gameplay is if sniper has longer effective range than machine gunner.
But, for example, as a matter of fact, M60 machine gun have (it depends, but let us assume that *a lot*) longer effective range than M40 sniper rifle.
Another choice is about M1 Garand reloading.

Some screenshots: