Operators
A downloadable game for Windows
In Operators you play as a group of mercenaries traveling and doing jobs, making money and recruiting members.
The gameplay is turn-based tactical combat, with cover, and a per-bullet recoil ballistics simulation.
Weapons such as the assault rifle have various firing modes that offer trade-offs, such as semi-auto, burst, or full-auto.
Turns are team-phased, and units have an AP system that govern the amount of time an action takes.
There are currently 5 maps, 4 weapon types.
Your units grow in skill over time. Their style of combat changes how they grow, by earning different Combat Experience types. For example, hitting long range shots will earn them a Long Range combat XP which can be used to spend on skills for that category.
The game is currently a prototype, you'll see lots of placeholder assets, UI, and bugs. Please send me any and all feedback I'm more than happy to listen!
Download
Install instructions
Download and run Operators/Tactical.exe. There's no installer.
Development log
- Real Time + Pause and Contact, Voices, Tutorial, Major Update!Mar 26, 2021
- Real time, Contact, and In-Game TutorialMar 06, 2021
- AI Voice Acting in GamesFeb 28, 2021
- Rendering grid-based "Fog of War" in Unreal Engine 4 (Part 1)Feb 13, 2021
- Frag out!Jan 16, 2021
- Shops + RoadmapJan 01, 2021
- Morale SystemDec 27, 2020
Comments
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Tried that one out
- my crappy PC somehow manages to run it well-enough to play it as a turn-based game... although my PC is so crap that it's not your fault
- screen-scrolling speed is way too slow.
- I don't see how you can open your location's menu on the world map after you close it.
- I think that, for a game about leading 4-unit teams of customisable-RPG-developing characters, it might be a bit too easy to kill them, compared to classics like Jagged Alliance. I dig the real-time Contact mechanic, though.
- the game softlocked on me, when an enemy started suppressing one of my girls
- suggestion - an ability to pause to plan moves to execute, but without beginning the Contact. The movement speed is quite high, so performing some coordinated maneuvers to position the squad properly before attacking might be just too difficult to micromanage quickly enough in realtime.
I tried the demo and I really like where you're going with this. Is the source something that you would be willing to license? This would make a great sandbox for AI testing. If you are willing to grant a non-exclusive license (the IP remains yours), how much would you want? Regardless, I'm looking forward to your next update.