I was wondering about the following: In a 2D turn-based strategy game (using some grid(i.e. tiles, isometric hexagons) as movement), what techniques do they use to determine where a character moves ...
I'd like to explain this problem with a screenshot from a released game, DROD: Gunthro's Epic Blunder, by Caravel Games. The game is turn-based and tile-based. I'm trying to create something very ...
Consider a 2 x 2 grid of squares. A player can move onto a square if: no other player wants to move into the square next turn no other player has waited and is still occupying the square ...