Is the display code going to be released to KQ before you take off?
Here is definitive proof that forced timetables are bad for game development:
BC (win)BC (win source)BC (mac)BC (mac source)It crashes if you quit after the title screen. Easy enough to fix, but I'm out of time (leaving in less than two hours and haven't prepared at all). It also has various KQ and DF artifacts in the projects (like the compiled name/icons), and... lots of other stuff, but the win/osx code is there.
These releases are all under the BSD license, and any code would need to be under something equivalent or public domain if you want me to use anything.
If you turn the graphics on, you'll get a gnome general "picture" instead of a 'G', and the mechanism is the same as in DF (being the same source file, though the parts leading in don't refer to units or skeletons of course).
If you manage to navigate to a battle, you can get a pretty busy screen for testing. You'd need to select your province ('a'), your army ('1'), move/attack (enter), select a province letter, then 'enter' to pass the turn. Space to back out, esc to quit. The first parts are documented in the sense that there are green DF-style keys, but it's not obvious. Nor is the game winnable. Nor is the game fun, though I think it would be pretty straightforward to make it so once the groundwork is in. Not sure I'm going to bother though, since the time is definitely better spent on my other projects. I made a bunch of stuff like this when I was in junior high and a bit in high school, and like this one, I never really finished any of them.
You can also record DF-style movies (I think). The main screens are rendered in one way, and the ESC options screen is rendered in another (both exist in DF as it's always in transition so I thought I'd throw them both in), so you might want to make sure flickering etc. doesn't happen either way.