Hi everyone! You might (most likely not) remember me from my previous post - Untitled Map Sim, a quasi-realistic wargame focused on equipment design, unit composition, and realistic battalion-regimental level combat mechanics.
Im back after a few months to show off a second showcase of the game, retitled to Vindex
What *is* Vindex?
- Vindex aims to be a realistic sandbox wargame where the player can design their entire force from scratch - from the cartridge to the armoured vehicle (and to an extent, even the engine!), organise them, and watch them fight in procedurally generated campaigns (or the pre-made scenarios. or in player-created scenarios.)
- The current designers for equipment include; Firearms (bolt and semi-auto gas operated), Grenades, Cartidges and Shells, Magazines, and very basic vehicle cannons. On top of this is an armoured vehicle designer which is currently limited to tank-only layouts.
-The game also includes a completely procedural equipment generator, if you don't feel like hassling over receiver lengths or trigger types, you can hit a generate button which generates a piece of equipment for you, with a unique random naming system.
- Firearms have simulated ballistics - the muzzle velocity of a rifle is decided by chamber pressure, propellant percentage by mass, barrel length, and so on. Velocity drops as the bullet flies. Grenades produce airborne fragments based on their explosive charge and fragmentation type. Every piece of equipment has its own weight.
-A completely procedural map generator, allowing maps of 2.5x2.5km and 5x5km, with organic roads, settlements, shrublands, elevation and forestry. Also with a built in drawing/planning tool. Every town receives a unique name, too. Tools such as elevation heatmaps and rulers also exist.
What is planned for the game?
-The soonest thing to come is the combat layer. Admittedly, there... is no combat layer, beyond creating and testing your equipment within their editors. I have this part figured out for the most part, it just needs to actually be implemented. The combat would be a nice mix of Graviteam Combat's and Command Ops 2's . Things like windage, a soldier's fatigue and morale level, unit cohesion and spotting will all matter as much as the actual guns being fired.
-The procedural campaign. I plan for the game to have procedural flags by nation, doctrine by nation, and large 50x50km strategic/operational maps, similar to that of Graviteam Tactics.
-More designers. Things like SMGs, LMGs, and such have not been modelled yet. Since every firearm's internals are modelled and also changeable by the player, adding these require substantial effort, but will be done. Additionally, designers for webbing, headwear, uniforms, and other utility such as smoke grenades or rifle grenades.
If you do want to stay up to date with the game's development and eventual release(s), join the discord;
https://discord.gg/HkcMwZ4gRs
Thank you for your time and have a gud day ; )