Here we have a criminally simple combat scene in a western area. Steampunk Western style doesn't always mean we'll be drawing pistols at the high noon, but it can happen. Here we have the daring adventurer in green, and his simple opponent in red. Our goal is obvious; bring that punk down. This is the decision part of combat, where I pick what I want to do. Now, the brown blobs on the left? Those are crates, or barrels, or innovative cratebarrels... either way, they're cover. I want to be there. So I left click next to the barrels.
By left clicking, it brings up the "move" menu. This pops up a big button, and four context buttons. I could just click the big button, which moves me to that spot. Simple. The other options are shown through the buttons... the moving one means run to the spot, the mask means sneak, the jet-packy one means use one of my gadgets and the gun is to shoot while moving. Now, thinking... just moving would be fine. Running takes stamina, but I want to get to cover NOW. The jetpack shows the red bar is only half full (half empty?), and flying to the spot is extravagant anyways. Running and shooting though is good, in the chance that it'll nick him, so I'll choose that. Clicking on that picks it, and action starts. My enemy, at the same time, decides to do something- everyone acts at the same time.
I don't have animation, but it'd show the action going through. He gets out four shots, one hitting me. I shoot two while moving, but neither hits. Darn. At least I'm behind cover now. The round is over, and we get to pick more options. I don't want to move, so I right click on the guy.
This present context actions. Since he's an enemy, I can really only fight him at the moment. (maybe I could allow banter to be an action as well?) My options are then presented. On my wrist is a sleeper gas spray, but I'm not within range. Doesn't make sense for me to try knifing him either, since I'm way over here. I could fire my rocket at him, but that'd be overkill and I only have one shot... and my revolver is out of ammo, with a 0. Yikes. So instead, I right click on myself.
This brings up actions I can do to myself. I only have three, so actions don't always come in fours. I can either stay behind cover and keep guard, perform first aid or reload my gun. I pick the one that lets me shoot someone after performing it.
Agh! This is not going favorably. I don't plan on having terrain damage, but barrels don't make for great cover sometimes. One pierces through and hits me, the other two shots miss. At least I reloaded. Alright, so I've had enough of this guy, and I should be kicking his butt... so rocket, here we go.
No one said 19th century rockets were accurate, so I miss... but it still does damage, and kicks up a bunch of dust and smoke. He spends his turn reloading, not seeing it coming... and now he sees nothing.
Time to wrap this up. I could just walk over there, but I don't think I can make it in one turn. Jet pack, go! (imagine an animation here)
I fly over to him, and then... (He's still dazed from being rocket'd!)
One spray from my sleeping gas, and he's out. That depletes most of it, but I think I can survive restocking later.
This may or may not be a typical battle. You might fight tons of opponents, you might have help and you might be in melee the whole time. It'll vary, but that's how the combat works:
o) Both players decide what to do
o) Left click on a spot to pick a way to move to there
o) or right click on an object for context items (Pull switch, throw rock at, shoot)
o) Action goes for both players at the same time, or the player and the AI
Make sense?