So this project has been haunting me since I first started it in 2005:
https://www.johncotterell.me/2005/07/bugball-10-flash-version.html
Live version: https://www.johnc.pro/bugballswf/
I stopped building it then, manly because I was stuck in the AI. but also, I was making the transition from procedural ActionScript 1 to Class-based ActionScript 2.
Then I found more contract work and it just got forgotten about.
In 2018, as a result of moving my skills over to JavaScript and WebGL/Three.js I decided to start again:
https://www.johncotterell.me/2018/02/bugball-20-webglthreejs-version.html
Live version: https://www.johnc.pro/bugball/indexHIFI.html
But that got shelved at a point where the AI was pretty much done, it can play against itself.
I wanted to add sound fx and music of my own making though, and that required going back to the drawing board.
I also had a huge choice of control options - mouse, keyboard. touchscreen, gamepad.
And platforms, as web-only is now looking a but redundant, if you aren't on steam or in an app store, it's hard to be taken seriously or have customers.
So lots of work to do still, I bought a domain for it, titaniumballz.com, though I'm tempted to keep the name bugball, in the very first version, the droids were little beetles, and I wanted to move away from that. Also, I couldn't find a decent domain for that name.
It's been brought to my attention that a hands-off manager style game would be very popular.
I'm now thinking that a generalised approach to the build might yield more than one playable game mode from this one. I am definitely going to do something with it. No going off to learn new skills halfway through or anything like that.
I recently got a mention in the webgamedev newsletter here: https://www.webgamedev.com/newsletter/007
So that's helped incentivise me a little more. Watch this space.