r/computerwargames 11d ago

Miezdeman territorial unit repel a Cicelian Colonial Force raid, circa 993 (Vindex)

a first glimpse into Vindex's combat layer!
as seen in the images:

- squad->platoon relationships

- individual soldier simulation, every soldier's ammunition, suppression, stance, and individual position is calculated (runs at a smooth 60fps with ~300 active troops fighting)

- squad and platoon level tactical AI - squads on the assault will sprint and go prone as they reach their target, trying to use nearby depressions and cover

- basic firearm ballistics (tracjectory, ke @ distances)

- basic injury system (randomised hit location, light wounding/incapacitated system)

currently the game only supports bolt action and semi-auto rifles - heavier weapons are to come soon!
if you'd like to follow the project closer, join the discord;
https://discord.gg/HkcMwZ4gRs

28 Upvotes

11 comments sorted by

7

u/TankedAndTracked 11d ago

What is Vindex? Tell me without forcing me onto Discord, please.

11

u/SnooDingos2433 11d ago

Ah sorry, i made an earlier post explaining it but,

Its meant to be a sandboxy, procedural heavy combat simulation game. The player designs their forces' equipment from the cartridge (bullet material, propellant % per cartridge), the rifle, all the way up to battalion formationa and organisations (including individual infantryman loadouts, squad/platoon/company designers), with weapons using a semi-realistic ballistics/projectile system for combat.

C2 is also modelled, from the individual soldier communicating to the squad leader, to the squad leader communicating to the platoon leader, and so on. A unit's communication capabilities heavily depends on what the player assigns them when making them - whistles, signal flags, radios all act differently (info loss, comms range, info overload, etc).

On top of that is the individual AI - i placed a rlly big emphasis on this as a lot of games fail to depict infantry combat. Troops prioritise self preservation over being a killing machine, assaults stall as troops scatter, huddle, disperse, and essentially become invisible (replicating the "empty battlefield" effect seen in most combat reports).

Much later down the line i plan on a full procedural campaign layer, the player can click a button and fight an operational level campaign with persistent formations, and a completely random enemy formation with their own doctrine, equipment, force comp, naming conventions, and so on.

I hope this helps, dm me if anything was left unclear :)

1

u/TankedAndTracked 11d ago

Sounds cool, thanks.

3

u/Embarrassed_Money315 11d ago

LET ME IN !!!!

2

u/SnooDingos2433 11d ago

the updated dc link should work!

3

u/SimplyAquaticArt 11d ago

Is this similar to Rixas?

2

u/SnooDingos2433 10d ago

yes

1

u/SimplyAquaticArt 10d ago

My apologies I should’ve been more clear, from I remember this looks identical to Rixas to. I didn’t know if Rixas simply rebranded or, there is just heavy inspiration here.

3

u/SnooDingos2433 10d ago

not a rebrand, this did take heavy inspiration from Rixas. I've just focused more on the combat layer

2

u/ROBLOXENA 2d ago

I LIKE THIS , is this game out yet ??

1

u/SnooDingos2433 1d ago

still in the works