Hey that’s not too bad. Shadows work really nicely too btw. On my computer (6600 gt video card, 2 ghz, 1 gig ram) I get about 28 fps with shadows off, 18 with shadows on.
Anywho looks like you got some pretty good framework going there. Mostly lacking in frames-per-second performance and smoothness of animations, but if you’re working solo and doing this on your free time (am I correct in this?) that would be a lot to ask for an initial build. All I’ve been able to do so far in JOGL is render some little dots that moved around (admittedly I haven’t put much effort yet :P).
In regards to what you do have, I was surprised you have 2 animating stances, one for “healthy” and one for “weak”, and that you’ve been able to get some pretty good sounds that play and synch properly. Blur on the menu during attack was a nice touch. Also, the characters didn’t look entirely that bad; usually you see some pretty basic stuff but these were pretty good (still room for improvement though).
Gameplay was a little confusing however. I don’t really get why some units attack twice in a row when other’s don’t go for a few rounds. Once I told my character to defend (more to watch the animation than anything) and he stood there for a second, then returned to normal stance because it was his turn again. I guess this is the only real complaint with the gameplay. Obviously add more items and abilities, yadda yadda, then we can get some cool tactical dynamics (mana potions for starters?).
Curious, what’s your framerate right now and what video card do you have? Do you think you could do anything to improve the FPS? I can get about 115 fps running Kumari Kandum (java game in these forums, see http://www.voraxgames.com/webstart/kumari.html) at 1024 by 768 with 4x AA, and get capped at 60 (i.e. it won’t let me go higher) running the Ascendancy demo, which has some pretty cool lighting effects.
I’m interested to see where this goes. Keep coding and posting.