Airland Warrior was a summative project for a python course, with a lot of heavy lifting from the Panda3D framework. The name's a play on the "Airland Battle" doctrine adopted by the American Army the 80s, which was replaced by "Full Spectrum Warfare" not that long after. And, well, we have a Full Spectrum Warrior, why not an Airland Warrior too?
Here's a snippet from the original design doc:
AirLand Warrior is a third person
computer game that allows players to play the role of a ground combatant in a
hypothetical near-future armed conflict. Gameplay entails a player taking
control of an experimental heavy assault mech and attempting to eliminate AI
controlled infantry, tanks, and aircraft that will do everything in their power
to reciprocate. On up to two hand-crafted battlefields, players will reclaim defunct
or captured outposts scattered across the mission area in order to summon
reinforcements and shift the tide of the war in their favor. Mission
accomplishment will only follow the destruction of all enemy units and all
bases/outposts becoming firmly under allied control. |
Unfortunately, life has a tendency to...happen, so only a portion of the features actually made it into the submitted product. It's more of a tech demo than a playable game.
Truly an emergent indie title with overwhelming potential. In all fairness to the project, the foundation is there and it exceeded requirements even unfinished, there just wasn't time to expand features to where the proposal suggested they ought to be. I'll probably come back to it some day, probably integrate Kivy or something to put together a GUI that doesn't hurt the eyes.
Anyway, grab the project @ https://github.com/bktiel/airlandwarrior if you feel so inclined.