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0
votes
0answers
27 views

POST & push for turn-based network?

Can you create a viable two player turn-based networking implementation using only REST API for outbound and push for inbound data? If a game is comprised of, on average, 30 moves, is it a bad idea to ...
5
votes
3answers
411 views

Optimize algorithm: finding all possible moves for a turn based game

I am working on the ai for a turn based game. To illustrate my problem this are the simplified rules of the game: The game takes place on a tiled map with obstacles (black quads) like this: The ...
1
vote
0answers
197 views

Tip on turn based game AI

I'm quite new in video game AI, and I'm trying to design an AI for a turn based game. The rules are simple: The battle field is represented by an NxM board. The game is between two team, each team ...
2
votes
1answer
66 views

How to make the inside of a cube accessible

I have a cube, it is made up of smaller cubes each making the big cube 8x8x8. The cube is the map. The player of the game needs to be able to appraise the entire map and understand it without having ...
1
vote
0answers
110 views

Multiplayer turn based Android/iOS [closed]

We're developing a mobile endless runner game, on Unity3d where you can challenge your Facebook friends. The only interaction between the players is the challenge - one player challenges the other, ...
3
votes
1answer
269 views

Need some general direction for turn-based planning AI

I'm planning to make a turn-based fleet battle game. While I think I can figure out most of the things I need, I have no idea about the AI handling this sort of game. I need some general direction ...
-1
votes
1answer
134 views

Creating chess like game AI [closed]

I want to create a AI for chess like game. Could anyone point me to sources of information what should I know before implementing anything like that. Some details about the game. There are 5 figures ...
0
votes
1answer
224 views

MVC How To Handle Animations?

I am working on a turn based game that utilizes the model, view, controller design pattern to separate logic from input from rendering. I am still a little new to the pattern, but from my ...
3
votes
1answer
316 views

Implementing The Command Pattern - Undo And Entity References

I am trying to implement a replay/undo system for a turn based strategy game I am currently working on. A sample move could go as follows: 1. A players select a pawn and gives it an attack command. 2....
2
votes
3answers
626 views

Strategy game tile and unit storage

I've recently started working on a turn based strategy game much like games from the Fire Emblem or Final Fantasy Tactics series. However, I'm running into a few problems concerning the storage of the ...
2
votes
3answers
270 views

How are win conditions handled in a turn based game?

Turn based games sometimes have different win conditions for different maps and mission. For example, control some structure for X turns, last X turns without losing a single soldier. They usually ...
0
votes
0answers
234 views

Alternative to a timer in a separate thread in a turn-based game

I'm making a 2d turn based game and I'm having some difficulties with the timer itself. 3 characters vs 3 characters, two players. A timer giving them a chance to preform acts within a set amount of ...
0
votes
1answer
568 views

Organising data of a turn-based strategy

I'm intermediate in Java but novice in everything which is on the server-side. I've set myself a task to rewrite an old game, so learning Java is more fun. It is a space turn-based strategy. The ...
2
votes
2answers
1k views

How to draw the contour of a hexagon area, like in Civ 5

I am trying to achieve to hexagon contour look you find in Civilisation 5: I want to outline the area a unit can move to on a hexagon grid, so far I can get a list of all the tiles a unit can move ...
5
votes
2answers
330 views

How do I maintain game balance while promoting interaction between dead and alive players? [closed]

How do you motivate players to be content with randomly selected roles that are often complex to play and differ drastically in playstyle (AND to stick around till the end of game)? Some background: ...
0
votes
1answer
338 views

Map scrolling around the world

I am developing an TBS (turn based strategy) game. I have created a simple canvas renderer to render hexagonial map. I already implemented scrolling on the map. My current problem is that I want to ...
0
votes
3answers
889 views

How would I go about making a movement system like Mario Party?

Main question How would I go about getting a movement system similar to the one they have in Mario Party only minus the dice roll? Things I have researched I have been studying the uses for ****...
27
votes
8answers
5k views

How can the lategame in a 4X game be made more exciting?

I played a lot of different 4X games lately (eXplore, eXpand, eXploit, eXterminate, like the Civilization series, for example), and noticed that most of them suffer from the same problem: As soon as ...
3
votes
4answers
2k views

techniques for an AI for a highly cramped turn-based tactics game

I'm trying to write an AI for a tactics game in the vein of Final Fantasy Tactics or Vandal Hearts. I can't change the game rules in any way, only upgrade the AI. I have experience programming AI for ...
1
vote
1answer
361 views

How to handle animations for a turn based deterministic game?

I have a turn based combat system where all monsters act one turn, then all players, etc. The combat mechanics are completely deterministic - I can pre-calculate the outcome of a turn. I'm interested ...
4
votes
2answers
300 views

How can I implement a game locator or proxy server?

I have a turn-based strategy game which already has a multiplayer server/client layer that works fine on local network (where one server is set up and players connect to it). I would like to extend ...
2
votes
1answer
1k views

Path finding in hex grid based game

I'm making a TBS with hex grid. Player can move units from one hex to another using bridges, which will be randomly generated. I'm using cubic and axial coordinate system for my grid, it's well ...
9
votes
3answers
2k views

Finding possible moves for an entity in a 2d tiled game

I'm having issues coming up with a specific search term for this, but how would one go about finding the possible moves in a 2D turn-based strategy game (i.e. FF:Tactics, Fire Emblem, Advance Wars). ...
3
votes
1answer
457 views

Can you suggest ways to store and track lots of objects in a turn based strategy game?

I know just enough about programming to be dangerous, so please be gentle. I've created and released few simple apps for android and do some powershell scripting at work, but that's about the extent ...
5
votes
1answer
500 views

How to define a proper protocol for a turn-based combat system?

I'm working on the server side of a turn-based strategy game. The game has a really complex combat system, like: When you are hit, you summon a phoenix to attack the enemy that deals X damage, and ...
12
votes
4answers
2k views

Strategic AI in turnbased games?

I'm interested in how strategic AI engines work, e.g. how to evaluate where to place troops in a turnbased strategy game etc. I do get how goal based AI works, and I guess that is a good approach to ...
0
votes
2answers
120 views

Database & Physics in hand. How do render through web?

I'm developing a football management game. It is to be browser based. For the moment a turn based strategy that in the future I'd like to develop with more javascript interactivity. I am competent ...
2
votes
2answers
324 views

Serverside memory efficiency and threading for a turn based game

Im programming on a turn based war-game for some years now (along with the engine) and Im having quite a hard time at figuring out what the games server architecture should look like, since most game ...
2
votes
1answer
344 views

Moving Unit Parallel to Mouse in TBS Game

I'm writing a basic Turn-Based Strategy game using Unity3D. It's not grid-based. I've come to the point where I'm coding unit movement, and I'm having trouble figuring out how far to move the units ...
7
votes
2answers
2k views

How should I structure my turn based engine to allow flexibility for players/AI and observation?

I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling ...
18
votes
2answers
13k views

Complex Game AI for Turn-based Strategy Games

I'm doing some research for a turn-based Strategy game project and looking for good resources on this topic. The game is a typical war game where countries can fight each other, deploy units and have ...
3
votes
1answer
1k views

Stuck on development of turn-based-strategy game

I am developing a turn based political/military strategy game similar to the DOS game Conflict. I have my game design document completed, but I'm having trouble actually putting together the logic of ...
6
votes
1answer
2k views

How to design and implement turn-based system? [duplicate]

Possible Duplicate: How to implement turn-based game engine? I am considering making a game like Master of Orion but I don't know how to start with turn-based systems. If any of you played ...
14
votes
3answers
1k views

AI to move custom-shaped spaceships (shape affecting movement behaviour)

I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set ...
4
votes
3answers
3k views

Looking for an open source, tile-based turn-based wargame/engine [closed]

Have had a quick look at Battle of Wesnoth, but not sure if it would be suitable for a light operational/strategic level WW2 wargame I'd like to develop over time as a hobby (think "Panzer General" or ...
5
votes
3answers
1k views

What algorithm to use for path mapping?

I am making a turn based game with tiles, much like Final Fantasy Tactics. I am trying to develop an algorithm for mapping out a list of available tiles to walk on. So for example, I am at (0,0) and ...
5
votes
3answers
736 views

Determining the probability of a successful attack based on the equipped weapon?

Take this example, a player has a sword composed of the handle and a blade. Together, they generate a strength of X and that combination adds qualitative attributes (induce more damage to fire ...
9
votes
6answers
711 views

Designing rules to fight smallpox in Civ-style TBS games

TL;DR: How do you design a ruleset for a Civ-style TBS game that prevents city smallpox from being a profitable or viable strategy? Long version: Civ-style games are pretty great. Bringing a ...