Before getting deep in the more difficult task of AI, I'm beautifying some of the HUD and interface effects. The test level has evolved a bit graphically, but this isn't yet close to what I want a finished product to look like. The level is too bright, for one. I may start on a new level, to practice the level creation process, and spur new ideas / inspiration.
That's the exterior of the building.
There you see the new network, and the slide-out part looks more refined. It shows the difficulty of the hack, the target, and the intended action: here we're disabling a robot turret.
The new way of representing the network cuts down on the number of active objects by about 50!
Looks great
I have done some isometric graphics before so if you need help with buildings objects etc I might be able to give a hand I'm not confident with player sprites on an isometric view, though. Contact me through PM if you feel so HUD looks good as is, also.