I can't believe there isn't a mention of the SWAT Kats on these boards.
Being a fan of the series, I can't see how it went past your radar with its setting.
I can't sprite worth crap (it's my personal opinion), so I obviously can't hope to make a good mod by myself. But maybe somebody else here will take a shot at it?
New pics:
T-Bone and Razor: (Razor is kinda torn up here - it's a little better in-game)
The Mini-turboblades cut up walls and anything else, really:
The Mini-cement launcher is a nonlethal weapon killing with sheer kinetic force. Patches up holes, too:
The Mini-Octopus missile is supposed to detain the enemy, but for now it just smashes into them and kills them:
I've considered some things that could be in the mod. Specifically:
Main cast:
T-Bone: big and strong. Can take a little more hits than the average soldier. Default armament: claws, glovetrix(rocket, blaster, cement launcher)
Razor: fast. Default armament: punch, glovetrix(turboblades, scrambler, cement launcher)
Commander Feral: hardy and strong. Can take a lot of punishment for his size. Default armament: rod, enforcer pistol, enforcer bazooka
Deputy Mayor Calico Briggs: fast. Generates revenue by being present. Can throw money around.
Supporting cast:
Mayor Manx: average. Throws "Vote for Manx" badges. The only one who can easily destroy Red Lynx.
Lieutenant Feral: fast and nimble. Default armament: enforcer rifle, enforcer bazooka
Professor Hackle: slow and fragile. Default armament: cane, neural neutralizer. Ability: robot control matrix.
Doctor Greenbox: average. Default armament: Gemkat 6000
Doctor Sinian: fast. Usually unarmed.
Reporter Ann Gora: fast. Swings microphone.
Cameraman Johnny: fast. Has a camera.
Major villains:
Pastmaster: small, fast. Zaps lightning with watch. Creates anomalies that suck things in or create randomly destructive monsters.
Dark Kat: large, powerful. Default armament: claws, high-power laser rifle, two creepling "bombs".
Doctor Viper: fast. Armament: tail. Throws several grades of mutagen, which cause explosions, plant monsters, mutations, etc.
Mack and Molly Mange: Robots. Hard. Almost invulnerable. Armament: claws, rapid-fire lasers, missiles.
Minor enemies:
Red Lynx: skeletal, usually fragile. Respawns shortly after death if killed by anyone other than Mayor Manx. (may be difficult to code)
Hard Drive: should teleport through metal, but it's unlikely to be possible in the game.
Morbulus: has eyes on the back of his head. Nothing else special.
Chop Shop: mostly normal, but has a fancy handgun (that he never managed to fire in the one episode he was in).
Turmoil: fast. Armed with a generic blaster rifle.
Mutilor: large, powerful. Armed with an alien blaster rifle.
Mooks:
Enforcer: average, with attachable armor and helmet. Armed with an enforcer rifle.
Enforcer captain: slightly stronger than average. Armed with twin enforcer pistols.
Miner: average, armed with a jackhammer.
Evil mooks:
Gangsters: average, generic pistols as weapons.
Creeplings: small flying purple/pink drakelings. Claw and bite.
"Living cabbage": they have no real name, are created by Dr.Viper's mutagens. Come in two varieties, legged and flying. Bite, spit acid.
Giant Bacteria: Pile of purple humanoid ooze. Killed easily by fire or lightning, splits into two when crushed or blown up.
Turmoil's henchwomen: Average, armed with generic blaster rifles.
Aliens: average but tough. Armed with alien blasters.
Weapons:
Glovatrix: A weapon system worn like a glove. Ideally, one weapon item with selectable firing modes. Failing that, several weapons:
Mini cement launchers: shoot a pack of cement that damages the target and leaves a glob of cement at point of impact.
Turboblades: razor-sharp crescent blades, shot in pairs.
Rockets: just fly and blow up.
Blaster: just shoots a bolt of something.
Scramblers: missiles with a high-voltage charge that disrupts robots.
SWAT Kat launcher: typical launcher, equippable with various missiles in addition to the common variety:
Buzzsaw missile: Opens up in flight and tears through any soft enough obstacle in the way.
Octopus missile: relatively harmless, opens up and knocks the target away.
Slicer missile: splits into four insanely sharp blades that cut through pretty much anything.
Drillbit missile: relatively slow, attempts to drill through the target (obviously).
Matchhead missile: sets its target alight when hits.
Groundhog missile: relatively slow and blunt, digs a wide tunnel through the ground.
The other weapons bear no special mention, other than the neural neutralizer (instantly disables robots), robot control matrix (turns any hostile robots in the vicinity to the player's side), Gemkat 6000 (basically digs, but produces gold even from "empty" ground), and creepling bombs (just produce AI creeplings when thrown).
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Right now, I'm investigating possible ways to make the Glovatrix and the Kat Launcher work. Ideas so far include attaching a host of emitters through code, and have one of them emit a corresponding projectile after a certain key is pressed. Would that be possible? I know addressing an inventory item is a pain currently, but what if it only needs to be done once per item creation? After that, the emitter handles would be available, and the weapon itself wouldn't need to be addressed.