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I like the game idea, but it's definitely too complex for a beginner project. I'd say you should expect to spend quite some time learning a tool and programming language, creating all kinds of tiny prototypes and smaller games before you can start with such a project.


Regarding tools, I would advise an engine like Godot or Unity. They're accessible and relatively easy to learn, and powerful enough to create a complex project like this.  Godot is completely free, and Unity is free until you start to earn lots of money with your games. They both export to many different platforms, including mobile and WebGL. (I don't have experience with Godot myself, though.)

Some alternatives that I would not recommend for this:

-Unreal: geared towards excellent 3d visuals, but overkill for a project like this.

-Lower level programmer tools like C++ & sfml, MonoGame, LibGDX or even C++ & OpenGL/DirectX: it's more work to get up and running, and only good if you (find that you) really like programming and want full control over everything.

-More accessible beginner tools like Game Maker: easy to learn, but I expect you'll run into their limitations if you start to build a complex simulation with lots of interactions. (Game Maker is also not free btw)

-PyGame: with so much of your own code running (for a simulation), you're probably going to run into performance issues.

But I don't have experience with all of these, so I could be wrong. :-)  Get some more input too.

Not quite what you describe, but still, here's a cool Unity project, somewhat related:

(2 edits)

This is interesting information too...:

https://itch.io/game-development/engines/most-projects

https://itch.io/game-development/frameworks/most-projects

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Thank you! Lots of food for thought here. I've taken a crack at Godot so far, and run through some tutorials. I'm still clunking along a little trying to pick up all the terminology and quirks, but getting there. 

My aim so far is to keep running through tutorials until I have the skills to be able to create a small aspect of a running sim; perhaps "goodies" "baddies" and "neutrals" nodes that will interact in a simple 2d scene, then practice layering complexity up from there until I'm fluent enough to shoot for what I want. 

I'm setting an expectation for myself to have something working in the next year that looks vaguely like it's a part of my initial idea (or whatever that idea has evolved in to like by then). 

Programming-wise, I'm still groping around in the dark for the most part, but from what I've seen I think this will start to make sense to me eventually. This whole idea started while I was watching the third series of Britannia, and not being able to shake the concept, I ended up creating this spreadsheet in Google Sheets that simulates combat interactions to sort of exorcise this brain itch I was getting. (Apparently, it wasn't quite enough.!) I'd never really used Excel before, so it took a bit of research. The jump in complexity and what you can achieve in Godot's native language is obviously huge, and looks like it could provide some great system depth, but even taking that in to account, I've found it a lot more impenetrable just to get that initial familiarity going.

Thanks as well for the engine/framework directory views, I'd not thought to look at the choice from that perspective. And that YouTube is exactly the sort of thing I want to learn to build eventually! Even if just for the graphs :D.