I'll choose beta testers based on skill, availability, comittment, and experience. For the functionality portion I'll only ask people to try and find creative ways to break it, but after that I'll seek more serious and experienced testers for gameplay and ideas.
Anyway, here's a bit of explanation on how the gameplay system works (as planned so far):
There are 4 players. Each player starts in their default gunner mode (defiler, ala THD), and with a basic single shot weapon (haven't thought of a creative name yet). They each have a menu accessible by moving a unit in cardinal directions to points on the minimap (by clicking the minimap), for a total of 8 options.
The menu tree so far is layed out as such (only branches; no leaf options except in the main root menu):
- Revert Mechan/Recall Droid/Switch Weapon...
- Bullet-based
- Launcher
- E-Type
- P-Type
- Mechan Menu... (AKA transforms)
- Tool Menu (a sort of spell casting system)
- Item Menu (guess)
- Options...
- Set Quickselect Slots 1 and 2 (a handy way to avoid fishing through menus for frequent options)
- Set Drives A, B, and C (C available only after later game upgrade)
- Set default weapon (weapon that'll be used when shot conflicts occur)
- Quickselect Slot #1
- Quickselect Slot #2
- Help
I won't list specific options, mainly because I don't have them all finalized yet, but a lot of it will just have to be explained later anyway when I can finally get the backstory posted up, etc.
Anyway, in a nutshell, beyond gunner mode (which I already outlined), there's the Mechan menu, which allows you to transform for limited amounts of time into a variety of portable mechan units (in addition to an ability which lets you hijack existing mechan units/buildings in the game). There's also the droid submenu in that, which allows you to deploy several proxy-operated spellcasting units to do your bidding (your main unit remains motionless while one is deployed).
Next, there's the Tool menu, which is basically a d-web targetted spell casting system of sorts (though the concept of "spells" is too wonderfully vague, so I'm going to give it a "real" kind of implementation). "Tools" are basically a way to inflict seemingly abstract effects to objects in an environment, such as heat, electromagnitism, gravity, radiation, pressure, vacuum, and for those who don't give a damn, a nuke tool which costs an exorbitant amount of energy per cast (for some of that "indescriminant justice" we all love from time to time). There will also be a stealth mode tool (Transparency Field) that you acquire in a story event at some point in the game, which'll come in handy during some missions.
The items are pretty self explanatory, but you do have a limited inventory so some budgetting will be needed. Inventory can be expanded with upgrades.
Lastly, there's the so-called "Drives", which are basically something akin to FF-standard relics/materia/whatever that do various things such as increase your energy recharge rate, expand your inventory, power up certain weapons, etc.
So yeah, that's basically it. I'll post more about it later when it's nearing completion.