Heh, programming…bad nerd pun.
Anyways, so now that I have a pretty major milestone figured out with regards to the content browser and modular weapons systems, I figure it’s back to finalizing some of the high-level game structure details.
At the highest level, the game is structured around the ‘Operations Room’. At this level, gameplay is all about monitoring Terror Alerts, managing your Forward Operating Bases, recruiting & training operators for your squads and in general maintaining the Unit on a day to day basis.
I have this all fleshed out in nice boring design docs for my own sanity, but thought some of you might be interested in seeing what the ‘Operations Room’ looks like:
You get an extra brownie point for guessing which game I’ve been influenced by ;}
I probably seriously ‘dated’ myself (yes I’m old), but if you’re going to be inspired by something, might as well be the best I figure.
And yes, the operations room interface is fully functional — you can rotate the globe, the timer runs properly (counts the days since the Unit was formed) and all that fun stuff. I don’t have the time-scaling done yet, but soon enough ;}
Something I also want to add is a rotating directional light so that the light casting onto the earth is adjusted based on the time of day, but haven’t gotten around to that yet. Should look pretty cool once I get that implemented.
Anyways…
[update: finished off the calendar system for the operations room, properly logs the time, day of week & month of gametime and properly pauses when you go into any of the sub-screens (base management etc). This basic framework will now allow me to add things like random events / encounters, end of month status reports and all kinds of fun stuff ;} ]
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