Combat : Special Operations

Posts with Tag: High-level gameplay

Back to your regularly scheduled programming

by gekido on Sep.07, 2009, under Combat Spec Ops

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:

OperationsRoom

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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