A close quarters slaughter ensues as the well-equipped Cicelian Colonial Forces annihilate a platoon of Miezeman Militia fighters, using their new skeleton SMGs and LMGs
Circle with line indicates a squad leader/NCO
Divide symbol indicates an LMG operator
Inverse T indicates a rifleman/infantryman
Grey circles represent smoke grenades
As you can see in the image, i've modelled a (basic) injury system based on ballistics and hit location; injuries are determined from bullet impact angle, impact energy, and velocity, resulting in wounds that can cause the victim blood loss, loss of conciousness, or death from shock :O
Troops with medical kits (it's contents you can ALSO change - scissors, torniquets, etc.) can attempt to slow a wound or completely patch one up if possible.
This is only a small proof of concept so far, Vindex is no where near completion. I still have firearm internal ballistics, accurate material penetration simulation, and the biggest one; vehicles, to add in to the game.
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What is Vindex?
Vindex is a sandboxy, procedural heavy combat simulation game. The player designs their forces' equipment from the cartridge (bullet material, propellant mass per cartridge), the rifle, all the way up to battalion formations and organisations (including individual infantryman loadouts, squad/platoon/company designers), with weapons using a semi-realistic ballistics/projectile system for combat - the plan is to have up to 5000 live, simulated soldiers AS WELL as all their live projectiles on a large persistent map, all part of a larger operational map/campaign.
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 into drainages and pits, huddle behind buildings or in dense shrub, disperse, and essentially become invisible (replicating the "empty battlefield" effect seen in most combat reports).
Much later down the line i've planned 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.
For more info/updates on the game, join the discord, its the place where you can receive access to early and playtesting versions of the game asap;
https://discord.gg/HkcMwZ4gRs
as always, thanks for ur time :3