Welcome to the boards!

I'm sure you've thought of making the combat mode in a turn-based way (e.g. similar to how it's done in Fallout), but I'm interested in the arguments against it..
I had originally planned to use the turn-based combat system I used in
Ascii Sector, but various factors made me switch to realtime. One being that it's a lot more tense to sneak around and try to avoid getting spotted in realtime. Another that I want the game focused more on stealth than combat - and with realtime combat, there's a bigger risk of everything turning sour if you start shooting wildly, whereas the slower and methodical pace of turn-based combat is what I want the player to experience when NOT in combat and actively trying to avoid it. Lastly, I feel turn-based is better fitted for games where you control a party or squad, since it's easier to control multiple characters when they each get separate turns. But when you're just controlling one character, that's not an issue.
BTW, how do you get that cross-hair targeting mode? My comments are based on without it as I couldn't figure how to trigger it.
When shooting at a character, instead of clicking the mouse button, hold it down. The meter on the cursor will fill up, and when it's full, you get the first-person aiming view.
Otherwise, I love the perspective and the graphics and the arcade-adventure potential of this, though, I presume the switch to 4096 colors has caused this slightly dithering look of the graphics (kinda like Win95 games - e.g. Hunter/Hunted)? Also, sometimes I notice a slight performance issue while moving and the screen is scrolling.
Yup, the dithering is because I've scaled down the graphics from 32 to 16-bit. This was mainly for performance issues, but the dithering also made the graphics look more coherent, I feel - kinda like a filter over everything.
Have you tried turning off smooth lighting? The performance issue may be because the smooth lighting is recalculated for each tile in view when the screen scrolls. Let me know if this helps.
