This is a system to allow the rapid creation and testing of extremely simple(Minimum Viable Prototype) campaigns with persistence.
Due to limited time and energy it is presented in a very rough form, the examples built for Fulcrum’s context. If I had to clean everything up and put it in a more portable form, it probably wouldn’t ever get released.
An MVP mission consists of a .level file with a few defined spawn points and optionally some harvestable asteroid distributions, and a .lua file with a list of enemy, ally, and player forces to spawn on the map. It has a working semi-hw1 style press button to end mission mechanism once all enemies are dead. Enemies will charge into the player at mission start, and allies will charge into the enemies. There are also values for if you want the player to load a persistent fleet from the previous mission or not, and what to use as their mothership if so. Note that the mothership needs to have parade formation associated with it or the game will crash if you try to load persists.
Some examples have been provided. They’re rough and uncommented. See previous note about time and energy. If anyone ends up taking it upon themselves to make a fancier or cleaner version with examples using stock assets I’d gladly link it from here.
If/when I put this system through its paces myself I’ll probably end up expanding it. I’ll try to share any significant improvements with you folks.
The code within is mine, except Mikail’s map functions, which are included because I use them in the maps. Those are his.