Obviously it being a browser game it's not going to be split second timing (more like split minute timing!). But all the same I'm looking for alternatives to 'click to fight...click again', so even if I can't get the break neck action of operation wolf, if I can atleast get somewhat away from 'click till you get rsi' I'm happy. Obviously the further away, the happier.
I've made this little mock up, which doesn't do much more than show a basic graphical grid and an icon at the moment
http://www.driftwurld.herobo.com/gridder/gridder.php
First off I'm wondering about resource use - I intend to use a few different squares in the background. Usually though once the computers loaded them, it draws from the cache rather than download it all again, right? So it shouldn't be a huge drain if I mostly repeat the same graphic tiles?
Onto gameplay, the idea is that you don't just click on the icon, you lead the target - it'll flash the leading distance at the bottom, then you have to remember how many squares it is as it goes away until it next changes. It'll change ever so often (not all the time) during battle, so it's a bit of a memory game. Might even have different distances for left and right, just to make it harder!
I'm also thinking that sometimes an enemy flashes a certain colour or something, and if you shoot him, it gives you a chance at a power up - latter there will be another guy of another colour - click him and you get the power up. This keeps you watching out for this and works your memory.
Also you only have X amount of seconds to click - otherwise the enemies keep going (well, to be exact the next time you call on the database, it will calculate the number of turns the enemy would have had in between now and last time, then run them all!!).
Any thoughts on resource use or other ways of trying to get at that operation wolf action, are appreciated!
Also I'll take that example down in a few days, if it's too resource hungry