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(+1)

looks good. Not sure I understand the coloured fill/pathfinding thing fully, but assuming that the dotted line shows the path found between the character's current position and proposed future position, and the coloured square represent some property (AP?) of movement to that destination square, perhaps you might display all possible paths as a tree with coloured nodes. 

(+1)

Thanks. Yeah, the color represents AP for the shortest path to that tile. I think I’ll colorize the dotted line… green at first, yellow where you won’t have enough AP to attack, red for insufficient AP.

Sweet.

(+1)

Nice!