
I still don't have a name for it, but right now, that's unimportant. The screenshot here shows a number of things. The portraits on the top left show members of the current squad. The green light indicates the currently selected squad member. The arrows above the heads show squad membership and the current unit. The lift on the left side is currently descending with a soldier on it from a higher level. The bar on the right shows the currently selected weapon, as well as it's ammo clip and how many rounds are left in it. There is also access to an inventory screen and a map. Additional actions will show up here as well as the game progresses.
The drag and drop inventory system is more or less in place. In the inventory screen you have a 3x4 area to store items, currently. This can be expanded with other equipment. You can see items that are on the ground and drag them to and from to get/drop items. There are 3 equipment slots (head, torso, and legs) to which equipment can be dragged and equipped. Weapons in the inventory may be selected using the up and down triangles in the top right of the screen.
The movement system is currently click-based, and it will most likely stay that way. Most of the interface really is mouse driven. Clicking on objects in the world will pop up a list of possible actions. Examples so far include the lift console (lift up, lift down) and the auto-rifle (eject clip).
The map is generated by a system not quite unlike LummoxJR's SwapMaps library, but my system is a little lighter, and more custom tailored to this game.
The end product is intended to be a squad based tactical combat game, but will have a lot of base building and resource management as well.
PS: The units in the screenshot ARE clothed. The underwear just needs to be darkened a bit, it kinda fades into the skin on jpegs.