I'm looking for a very simple program to provide a model for a board/card game that I've developed - non commercial and I'm not worried about any flash graphics - coloured text is good enough - but I will need to be able to modify/adapt the code once I can see it (and figure out how it works!). In order to basic playtest and balance I have already set up a model using excel which is fine for me to run scenarios BUT it just gives me the final result... I want to be able to simulate something one turn at a time in order to see how that final result would develop.
No Computer AI is needed - I will run both sides by keyboard. I originally thought to use something like rpg-maker in order to get a menu tree (think pokemon/dragon quest) but I couldn't modify the HP variable (I wanted hits to add a cummulative score rather than decrease an HP bar) so I have to get someone to code me the framework from scratch.
The program must be able to randomly roll D6 and D100 (would be nice to see the value "rolled" in green if HIT / red if MISS) and compare these to the 2 different skill values each player has. I would love it to run on a mac as well as a PC - I don't mind what language it is coded in (not being a coder I will leave that to you) but I will need to be able to tweak the code (as in % for skills or names etc - mainly cosmetic things) to run different scenario ideas. It will also need to record the number of hits/misses and points for the players and allow me to look at this during/at the end of the battle.
The player options are very simple - its the turn order that is different to common rpg battle formats. Say, Player 1 has the *turn* - he can shoot (either low or high) or pass the turn to a random team-mate or check the current stats. If he shoots then d100 vs his low or high shot. If successful then points go to the team (2 for low and 3 for high) and *turn* passes to opposite number - Enemy 1 now has the *turn*. If he chooses to look at the stats it will give him an indication of how things are going in the battle.
If Player 1 had elected to pass (player in group receiving turn is determined randomly) the turn then D6 is rolled - if 1) turn stays with player 1 and he has to shoot now - he cannot attempt to pass again - if 2) turn goes to player 2 - if 3) turn goes to player 3 - if 4) turn goes to player 4 - if 5) turn goes to player 5 - if 6) TURNOVER - and turn passes to corresponding enemy in opposite group in this case Enemy 1. (the idea for this is if a group passes successfully 4 times then that last player can shoot at a 10% bonus… or -10 from d100 roll)
Teams take turns in trying to hit the opposition and the highest scoring group wins. That's it apart from a clock/timer to split the combat into 2 halves this is slightly more complicated to explain but will discuss with winning bidder.
I've included what I need to see in the "screen shot" if you could call it that in a txt file. This shows the "main" screen - the stats screen - the options for each player (3 different things)
Hope this is clear enough for now