The attack system is in! At the moment, only for units that are standing idle and attacking enemies that are in range. Right-clicking on an enemy to order an attack directly should be much easier, since what took the most time was figuring out how to get units to target enemies correctly.
Everything is there now for projectiles to have accuracy (for example, when attacking a unit that is behind a wall, it will be harder to hit) and to deposit snow where they land. I'm sure I can find ways to do some awesome powdery snow particles, too! What would a snowball fight be without the satisfying 'whomp' and the spray of snow exploding from your target?
Next big thing on the agenda is getting snow to update in real-time, and having units reload on snow properly. I'm thinking they'll need to be able to draw from adjacent tiles as well as the one they're standing on, to minimize micromanagement. That, or have units search for a nearby tile with sufficient snow.
Minor Update: Recently I started having some doubts as to how well the game would actually be running. It was getting to a point where any more than 10 units was a real burden on the CPU, and FPS would start dropping below the 20s. Thankfully, I put some work in to make the code more efficient. It's easy to rely on fastloops for a lot of things, but I'd crowded too many of them in there doing a lot of unnecessary stuff. Also, the pathfinding object was set to calculate paths of over 60 steps, where it's much more efficient to calculate 10 at a time, especially since an object will often have to re-calculate to get around anything that interrupts its path. So now I'm up from 10 units to at least 18, or even 20 is good! I don't plan on this being any kind of epic army game, so this works perfectly.
Thanks! So far, although complicated, it's all coming together really well. The graphics are going to take quite a long time to do and they're not my specialty, but I'm going to make sure they're totally up to standard and that I don't get lazy with them...