EDIT: Also ammo needs to travel at different speeds depending on weapon and ammo used. If they leave everything traveling at 3 tiles per tick, that will become too predictable for dodging. Dodging should not be easy and there should be more about it (skill and feats and combat states that will make it easier or harder).
Turning functionality is something you can freely do now, but we're waiting to put in more mechanics for that. Characters will deploy dodge/blocking/shield stances towards a hex-direction on the action select. We'll likely have turns cost a tick once we get to that, but it won't be until after the alpha — to your point the characters can still see omni-directionally around them, so it'll just be for positional attacks/defense. As far as projectile speeds, it’s just a number in the spreadsheet for how fast they travel, different weapons shoot projectiles at different speeds, most being around 3-6. Slug weapons are designed to be a bit slower than electric ones to create more distinctions between weapon types, but could be bumped up 1 or 2. I like keeping them slower to test because because I get a kick out of dodging them, but that’s also the speed of shaft projectiles like arrows/bolts, so a bit too slow for a normal firearm and will be increased. Laser weapons instantiate a long beam to its destination instantaneously, large rifles are 6-7, and thrown things are the slowest at 2-3, to give you an idea on the range. Characters will be very unlikely to successfully roll to dodge bullets on contact without specific modification or equipment.
The current color values are a bit grayer than they had been, yeah. Light values and contrast are all mostly adjusted on the backend as all the lighting is simulated through the 3d-hex grid happening everywhere for light/dark/sunlight/black LOS tiles. It's meant to be made up of fairly cool tones with fog-lights creating light gradients, so we’ll work on conveying that better before shipping the alpha out.
Mostly focused on getting maps prepped for the beta and tweaking the alpha one for release.
HUD as it is with new backpack interface attached:
Still working on details, but we wanted to remove the quick items from the action bar and just have them selected from the backpack which requires ~ tick to switch to (per item weight mod and adjusted with any ailments). It was sort of clumsy to do before by needing to open up the character sheet to grab new items.
Going to do an update this week with the environmental status-effect tiles like fire/water/smoke and the ailments they do, as well as some other gamey stuff like leaving trails that enemies follow.