object oriented; making profiles for users, and storing those profiles using pickling (?)
object oriented; making caches (say, a set inventory of tanks that you can draw from, or a bank) to draw from.
variation in the code; generation of random orders to the user (from commanding officers) or generation of random chain of events after user choice in the game.
multiplayer functionality: both manually (offline) and remotely (online). manually= make two profiles, then have the game switch from profile to profile to simulate multiplayer (like in chess programs)
objectives for this code:
object oriented; making profiles for users, and storing those profiles using pickling (?)
object oriented; making caches (say, a set inventory of tanks that you can draw from, or a bank) to draw from.
variation in the code; generation of random orders to the user (from commanding officers) or generation of random chain of events after user choice in the game.
multiplayer functionality: both manually (offline) and remotely (online). manually= make two profiles, then have the game switch from profile to profile to simulate multiplayer (like in chess programs)