Actually, there is already build existing of the game:
Which also has first level in some form to get you much better idea about what it could look like.
I hadnt made the code forward, since at this point I was waiting to figure out both the story and graphics to avoid doing things twice.
To Eternitystar as well as the rest.
The background story is basically already done, which would be that this is based upon John Bunyans "Holy War" book, as suggested by HanClinto when we were still discussin about the idea.
Therefore we are basically sticking to that plan. However, there havent been much activity in this thing and I am also considering rewriting my engine, which therefore does bring the possiblity of still changing the game idea. So if others want to change the idea, and there comes up some good idea, we could still change the idea. but by default we are continuing with this current one, since we are finally about to get to the next step with this.
Main reason why I am thinking of writing the engine again, although borrowing lot of code from the current one to both speed it up, as well as since most of the code is still useful is, that since there are couple of different approaches on how to make moving objects, I unfortunately picked the wrong one when it comes to Android.
Thing is, I am using Layers and so called Buttons. Those Button work only with Layers, and those Layers are a problem for Android.
When using Layers, everytime you move Layer somewhere, Android devices want to redraw its location.
However, due to the nature Hollywood works in Android takes some time before it starts drawing. This is not a problem when moving only one object, but when you want to move for example 5 different objects, it means it goes to that drawing state 5 times, and that is slow. You can notice this slowness for example when map is drawn at beginning, it goes to this drawing mode 80 times (if i correctly remember map is 8 x 10 currently).
If I change it to using doublebuffering instead, I can do so that for example the map is first comlpetely drawn on background, and then shown to Android screen, and hence that Android device needs to go to that drawing mode only once.
However, double buffering doesnt work with Layers, and Buttons dont work without Layers, and hence there comes a need to write the graphics parts bit differently from what I have currently done.
I also did some other programming choices that i have afterwards been thinking it had been wiser to do them different way. Hence I am considering rewriting the engine. It is a delay of course, but not necessarily that much. The current engine didnt take that much time to make, and if I am using some parts of the olds code, it might not be that long a process.
This anyway opens up possibilities for doing some big changes to the plan at this point still. Even possiblities of making it traditional tower defence type game where units move in real time. But basically I personally like to give this turn based way a try, since theres load of real time ones, but turn based ones i havent seen at all (although i suppose someone must have done that before too).
By the way, I like that Heart idea of yours. I am actually thinking if we should perhaps implement that to this in some form. For in tower defence games there is quite typically some powerful things, like airstike, or lightning or something that builds up either in time, or based upon kills or something else, for example in fieldrunners 2 (and probably in first one too), it was based upon that everytime you got a group kill, you would get closer to getting one air strike.
Hence I am thinking this big heart that builds up could be something like that. That when you get it full, you can do something, for example strtike one diabolonian dead. And similarly when playing on Diabolonian side, there could be some sort of sin that keeps building up and then you can strike mansoulian/shaddai units with it.