A unit or group of units performs an action while everything else is only capable of reacting to that performed action(s). Then the next unit or group of units can act.

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2answers
1k views

how should I network my turn based game?

I'm writing a very basic turn based strategy game which allows a player to select units and attack enemy units on their turn. The game is written in Java using the slick2d library and I plan to use ...
1
vote
2answers
954 views

Grid pathfinding with a lot of entities

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 ...
2
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1answer
541 views

Simultaneous AI in turn based games

I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular ...
0
votes
1answer
255 views

How to test a turn-based ios Game Center game with 2 devices?

This might well be a very dumb question, but here goes anyway, I'm planning my turn-based ios game center game, obviously I know I'll need 2 iDevices to test it on, but how would I test the online ...
0
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1answer
216 views

Implementing a Turn-Based Game with Windows API Window Messages

I'm trying to make a 2-player Connect 4 game, but I'm having trouble wrapping my head around some of the concepts related to incorporating event handlers while progressing with the game. On the one ...
8
votes
1answer
526 views

Separation of world state and animation in a turn based game

How do you handle the separation of animation from the world state within a turn based game? I'm working on a 2D grid based game currently. The below code is simplified to better explain. When an ...
13
votes
1answer
550 views

Is there a turn-based game service (like GKTurnBasedMatch on iOS) for desktops?

Game Center's GKTurnBasedMatch seems to provide a pretty robust service for handling turn-based games, and OpenFeint appears to have something similar. The problem is, I'd like something like this for ...
10
votes
4answers
1k views

Using idle time in turn-based (RPG) games for updating

If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time ...
13
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6answers
694 views

Moving players simultaneously?

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 ...
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3answers
2k views

Is there a pattern for writing a turn-based server communicating with n clients over sockets?

I'm working on a generic game server that manages games for an arbitrary number of TCP socket-networked clients playing a game. I have a 'design' hacked together with duct-tape that is working, but ...
8
votes
3answers
4k views

Game server for an android/iOS turn-based board-game

I am currently programming an iPhone game and I would like to create an online multiplayer mode. In the future, this app will be port to Android devices, so I was wondering how to create the ...
4
votes
3answers
975 views

Optimal data size for a 3G client-server game?

I'm currently working on an iOS turn-based client-server game and I am concerned over later performance issues. How much data per message is too big? I am planning to use JSON to transfer data (and, ...
5
votes
1answer
302 views

Reliability and suitability of 3G connection for client-server turn-based non-asynchronous game

I am working on an iOS turn-based client-server game and I am concerned with the reliability of the connection and the length of time it takes to establish the connection. The game is turn-based but ...
20
votes
4answers
1k views

Attributes for calculating a hit in a turn based game or Roguelikes

I'm trying to figure out a good formula for determining a hit when the player attacks an enemy in a Roguelike. I'd like to come up with something simplistic but, still true to the way it's done in ...
5
votes
2answers
1k views

Strategies for monster targeting AI in a turn-based combat system

I am making a Final Fantasy-style battle system. I have a random generator that select the monsters move when it is their turn; different moves have different chances to be performed. I also have ...
4
votes
3answers
1k views

How to simulate or actually make your code wait for user input in response to events in turn-based games

I'm controlling the main loop with Game States like in pseudo code below: loop{ if (Not Game.WaitingForUserInput){ if (Game.Started){ StartTurn(); } ...
3
votes
2answers
2k views

What shall I choose between CoronaSDK or AirPlay?

1st Question is I want to write a board game for iOS and Android so I'm coming up with CoronaSDK and AirPlay. Since I have a mac, development platform is not an issue but the problem is which one ...
3
votes
2answers
198 views

How do I allow a player to manager several games at once with different players using game center?

I wish to do a turn based multiplayer game like Words with friends on the iphone. I would like to know the approach for the implementation to allow the user to continue games that are currently still ...
12
votes
2answers
7k views

How to implement turn-based game engine?

Let's imagine game like Heroes of Might and Magic, or Master of Orion, or your turn-based game of choice. What is the game logic behind making next turn? Are there any materials or books to read about ...
6
votes
4answers
2k views

Which network engine/library/system to use in a .NET turn-based game?

I'm developing an abstract strategy turn-based game in C#. Being so, high network load is not expected. The players don't even have to be connected all the time. The host could wait for the current ...