I've been working on a terminal based Military Sim based on Mil-SIm Story. It's still a heavy work in progress but I got a gameplay loop going with everything that I'd imagine a "Mil-Sim Story would play out like but in the most minimalist way possible: https://ibb.co/9HsmL818https://ibb.co/ZztW2mwchttps://ibb.co/60vKGdwZ
If you're going to program your game, don't put it into one file or it's going to be a nightmare to work on. Break up everything into modules and then create a run.sh script if you're on linux to run everything. I designed my game such that anyone can edit modules like armory.py and easily add their own custom weapons, equipment, clothes, etc.
At the moment, you can create your own squad, set up their stats, buy their weapons and all that, and then deploy them in a basic 4v4 elimination match against some pretty aggressive bots. They'll actively hunt your squad mates down and run away if their health drops too low. Even though there's one map so far (A two story 3x3 Killhouse with a central plaza, hallways, and multiple rooms with cover to hide cont...
...behind) the enemy AI is randomized in terms of what classes they are, what weapons they have, etc. Even their names are randomized. Oh and you can save your squad's progress too. Everything from Credits earned from matches, to their health, weapon conditions and relationships (yes there is a social aspect to this text based Military sim) is saved into your squad file.
I want to eventually add new maps, new game modes, maybe the ability to import someone else's squad you can put your own squad against in combat, implement enemy squads directly from MIl-Sim Story (and maybe the battlefield featured in it too), I feel like it's getting bloated already from the two days I've been working on this.
If you're going to program your game, don't put it into one file or it's going to be a nightmare to work on. Break up everything into modules and then create a run.sh script if you're on linux to run everything. I designed my game such that anyone can edit modules like armory.py and easily add their own custom weapons, equipment, clothes, etc.
At the moment, you can create your own squad, set up their stats, buy their weapons and all that, and then deploy them in a basic 4v4 elimination match against some pretty aggressive bots. They'll actively hunt your squad mates down and run away if their health drops too low. Even though there's one map so far (A two story 3x3 Killhouse with a central plaza, hallways, and multiple rooms with cover to hide cont...
...behind) the enemy AI is randomized in terms of what classes they are, what weapons they have, etc. Even their names are randomized. Oh and you can save your squad's progress too. Everything from Credits earned from matches, to their health, weapon conditions and relationships (yes there is a social aspect to this text based Military sim) is saved into your squad file.
I want to eventually add new maps, new game modes, maybe the ability to import someone else's squad you can put your own squad against in combat, implement enemy squads directly from MIl-Sim Story (and maybe the battlefield featured in it too), I feel like it's getting bloated already from the two days I've been working on this.
It's AMAZING so far and I can't wait to try it I hope Asura is recruitable