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I noticed that the syntax highlighting for the Go html/template examples in the article is incomplete. We're using Go html/templates on a new project (within a team that does a lot of React frontend & some Python) so this kind of project seems like it would really suit, but a massive bugbear has been the very poor IDE-level syntax highlighting support for Go html/templates. Can anyone recommend a good syntax highlighter for Go html/template in VSCode for example? None of the main/official/popular addons seem to get this right.
Seems a pretty unexpected oversight from a language from Google.
Oh I would also limit gear by weight. In hitman, it's pretty amazing just how many apples and coconuts you can hi in your jacket without it being a problem. I would limit space and gear on the person. Like you could cache it but you have to come back to the cache to get it.
I'm not sure the game im describing would be a AAA killer so it may just have to live on in my dreams.
In the existing game there's an escalation of your bullet spongy-ness to enemy level complexity, this naturally happens as you progress through the map. I would remove the bullet resistance and player levels and go with an almost totally real health experience and I'd try and blend more Hitman style recon elements into the game.
Like being able to drive around, or walk around plain close with no weapons to recon places, and have to talk with locals about the enemy in detail. I'd also preserve progress, if you free an area the enemy should become less of a presence and the freedom fighters should take charge.
Commands are also stylised; I'm not a military person, and I don't know how to compose field orders, so there would need to be some kind of UI that allows you to construct orders visually. But in the end, the order that you send consists of text. You can't order-around squads; you can only issue orders to subordinate commanders.
You also receive orders from above. You start with a mission briefing, with objectives. But your orders can be updated mid-mission.
So this would be essentially not a video game; there's no motion video. It's a text game, with a graphical map. For added entertainment, you could have a retrospective video playback; but you wouldn't have realtime video from the frontline that you could act on.
I once had a game a bit like this; it was for military use, and I didn't really understand the format of the orders. Also, commands were issued by dragging on the map, rather than by text.
Something like: "You will advance to grid square X. You are to avoid engagement. You will report enemy positions."
I'm thinking of modern warfare, with radios/telegraphs, air power and integrated air defence, armour, and intelligence staff. But you could maybe take it back as far as the Napoleonic wars, with dispatch riders instead of telegraphs.
Apex Legends has got some of the aspects that made T2 so great, especially if you play Valkyrie (Apex's only flying character), but the weapons are not as much fun and you're wasting too much time on looting.