--Update - 14 Dec 2012--
This is just updating everyone on the game. Development has been slow. RL got in the way and I decided to redesign a lot of what is in the game. When I get time I'll write up what my new changes are but this is to tell people that I'm still working on it. I am really expanding into simulating a very robust legal system which I'm hoping will add a lot more depth to the game.
--Update - 9 Aug 2012--
I've been working on it in my spare time. I got a menu system up and running. Now I'm working on the content. At the moment, it is the interactions between characters when in the personal portion of the game.
--First Post--
First off, I would like to say that WM is an awesome game.
I was thinking of making a WM like game in java. I would like to read what everyone thinks about the idea. I was not planning to just porting it over to java though. I was planning on expanding and changing some things (really making my own game). I am a novice java programmer and already have code for the GUI and a lightweight database I was going to use to store the game’s saves. I do not think it will take too long to make the game (maybe a year by myself to get it working but do not quote me on this though).
I was going to make the game play a lot more strategic (hopefully for the better). The region map will be a 6x6 grid (for simplicity sake). Each grid square will have a number of “locations” procedurally generated at the start of the game (mainly random though). These “locations” will affect which shops, jobs and the type of people that will likely be there. As the game goes along, I was planning to allow the player to control the grid squares and the “locations” via squads.
For the people, I was planning on generating them at the start of the game and simulating their actions each turn. If a lot of them die, I can generate more of them. I have done some small scale (AI-wise) tests from other projects so I was think in the ballpark of 600 people. Since the game is turn-based, I do not think it will be too taxing to simulate that many. That should make it where there are at least 10 people in each grid square (assuming some are dead or not of age). Every person can be male or female with various levels of employment.
Each person can lead a squad. When upgrading a person to a squad, they will have a squad type that affects the movement and combat efficiency. The squad types have specific damage table vs. each type of squad. Every person, if they have a squad or not, can move around the map and do different actions/jobs. The people cannot die for combat, per se. If a person loses their whole squad in combat, they have a chance to escape but if they fail on escaping then the enemy has option to make of releasing, hiring, enslaving or executing the person.
The turn mechanic will have two stages, a strategic portion and a personal portion. The strategic portion is where you will order your squads/people around. The personal portion is where you interact with people, hanging out in the dungeon or go shopping, etc.
What do you think about this?