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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52
votes
8answers
6k views

What is the design rationale behind melee retaliations in turn-based games?

I've seen quite a lot of turn-based games in which melee attacks on another unit cause the attacked units to also damage the attacking unit, while ranged attacks do not suffer from this "retaliation" ...
37
votes
17answers
7k views

Turn-based strategy games where action happens in real-time?

Okay, this idea has come up for the 3rd time in conversation now, and it's been bugging me for years. The idea is a game where all players make decisions/issue orders to units while the game is in a ...
21
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 D&...
15
votes
2answers
12k 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 ...
14
votes
2answers
3k views

Design of a turn-based game where actions have side-effects

I am writing a computer version of the game Dominion. It is a turn-based card game where action cards, treasure cards, and victory point cards are accumulated into a player's personal deck. I have the ...
13
votes
6answers
750 views

Moving players into same square 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 ...
13
votes
1answer
591 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 ...
12
votes
7answers
2k views

Is chess-like AI really inapplicable in turn-based strategy games?

Obviously, trying to apply the min-max algorithm on the complete tree of moves works only for small games (I apologize to all chess enthusiasts, by "small" I do not mean "simplistic"). For typical ...
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 ...
10
votes
3answers
3k 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
5k 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 game-...
8
votes
1answer
708 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 ...
7
votes
5answers
1k views

Turn-Based RPG Battle Instance Layout For Larger Groups

What a title, eh? I'm currently designing a videogame; a turn-based RPG like Final Fantasy (because everybody knows Final Fantasy). It's a 2D sprite game. These are my ideas for combat: The player ...
7
votes
3answers
1k views

How to progress an entity-component gamestate in a turn-based game?

So far the entity component systems I've used have worked mostly like Java's artemis: All data in components Stateless independent systems (at least to the degree that they don't require input on ...
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 ...
6
votes
1answer
320 views

In JavaScript, should I write a game loop for a turn-based game?

I am using javascript and HTML5 canvas for turn-based games (e.g., checkers, mastermind, minesweeper). Should I write a fixed-timestep game loop? What are the alternatives?
5
votes
4answers
589 views

How to design a turn-based game which is easy for humans but difficult for AI?

Until recently, Go used to be of the last bastions of turn-based no information-hiding games where world-class human players could not be defeated by computers. But now this bastion has fallen, as the ...
5
votes
3answers
1k 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
2answers
2k 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 ...
5
votes
2answers
3k views

How to design the AI for a board game like Risk?

I am about to develop a web game that is similar to board games like Risk, and iOS games like Lux and Strategery. I am curious to know what the concept behind the AI for such games should be like. I ...
5
votes
2answers
906 views

AI for a mixed Turn Based + Real Time battle system - Something “Gambit like” the right approach?

This is maybe a question that's been asked 100 times 1,000 different ways. I apologize for that :) I'm in the process of building the AI for a game I'm working on. The game is a turn based one, in ...
5
votes
3answers
3k views

Which algorithm used in Advance Wars type turn based games

Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to ...
5
votes
2answers
343 views

How to do simultaneous action without it being real time?

This is really a pacing question, but there's no tag for that: The general concept is that the players are working in a team and need to be able to react to eachother's movement and observations as ...
5
votes
1answer
325 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 ...
5
votes
1answer
772 views

iOS Game Center - Quit turn-based games for previous version of app

I have a game on the iOS App Store that uses Game Center for turn-based multiplayer (GKTurnBasedMatch). I recently updated the app with a new game mode and I had to change the network protocol for ...
4
votes
3answers
2k 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(); } ...
4
votes
1answer
601 views

Online card games: game loop or event based?

The only games I've made have been the game loop variety. I'm just starting to think about building an online poker game where people could meet up in a lobby, etc. Cards seem event based... is the ...
3
votes
4answers
2k views

Turn based game - HTTP or WebSocket?

My game will be a turn based game which will need a server gateway in order to send requests. What would be better for the server: using REST HTTP GET for making the requests? Or using WebSocket which ...
3
votes
2answers
3k views

Turn-based Strategy Loop

I'm working on a strategy game. It's turn-based and card-based (think Dominion-style), done in a client, with eventual AI in the works. I've already implemented almost all of the game logic (methods ...
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
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 ...
3
votes
1answer
3k views

Google Cloud Messaging (GCM) for turn-based mobile multiplayer server?

I'm designing a multiplayer turn-based game for Android (over 3g). I'm thinking the clients will send data to a central server over a socket or http, and receive data via GCM push messaging. I'd like ...
3
votes
2answers
113 views

Designing ability interaction system

I am making a turn based game where player chooses a team of heroes with specific abilities for each of them. (ex. stun one enemy, deal 20 damage to all enemies, heal 10 HP to one ally,...) The design ...
3
votes
2answers
1k views

Synchronize turn based browser game

I'm writing a browser game in php and Sql. I'm also using Javascript - Ajax and Mysql. I'm stack on the battle system because I want to Synchronize the turns of the players in the battle. What I ...
3
votes
2answers
203 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 ...
3
votes
1answer
278 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 ...
3
votes
4answers
548 views

In PHP, how do I implement multiplayer “rooms” for a turn-based game?

I'm working on a multiplayer checkers game. I want to let players choose another connected player and invite him to play. I have a working game engine and rendering, but I'm stuck on the multiplayer ...
3
votes
0answers
693 views

Turn based multiplayer, Google services or Parse or.. [closed]

I have a turn based game on Google play already (paid with around 2000 users and free with around 50k).i am thinking of adding multiplier option to it. I am unable to progress because I don't know ...
2
votes
1answer
2k views

Turn based battle and formula

I'm building a game called DVP(Digimon Virtual Pet), and in this game other than taking care of your digimon, You can also battle and breed them. I'm working on the battle system (making it first ...
2
votes
3answers
351 views

Why do mobile games have delays for certain actions? [closed]

Many phone games restrict the number of actions you can take in a given amount of time. I don't get what is the purpose of this limitation. Is it only to force the player to buy additional turns? Some ...
2
votes
1answer
63 views

Preferred option for indicating movement choices for player on a hexagonal grid on Touch [closed]

I'm building a prototype turn-based game and I'm considering the best approach for user interaction with the game board. It's a hexagonal grid, where the user can select units and move to other cells ...
2
votes
2answers
327 views

Client-side dice rolls in turn-based game

I'd like to create a turn-based multiplayer game on Android. I'm thinking of using Google Play Game Services and get rid of any other webservice to create and host games. The problem is the game ...
2
votes
1answer
317 views

Handle game flow in turn-based game on server or client side?

Im building a turn-based game using websockets and nodejs. At the end of each turn I want to show some scores before starting the next turn. Should that be controlled by the server using a timer? Or ...
2
votes
1answer
650 views

Finding moves with multiple jumps in checkers

I'm currently working on a minimax implementation for a game of checkers in C#. The minimax itself works fine if you ignore a few bugs I've yet to fix, but I'm having some problems finding a way I can ...
2
votes
2answers
6k views

How to build a turn-based multiplayer “real time” server

I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" (...
2
votes
1answer
367 views

Should Animations in Turn-Based Games Happen Before or After State Transitions?

I'm planning a roguelike game and I'm unsure how to design for animations. Since a roguelike is turn-based, the game model is discrete and would have no intermediate states during an animation(?). I'...
2
votes
1answer
574 views

How to handle slopes/bridges in a 2d grid turn based strategy game [duplicate]

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 ...
2
votes
1answer
625 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 ...
2
votes
1answer
99 views

Looking for good comunication schema in turn-based game with multiple players

based coop game that will need to communicate to the server to handle the game process. Basically I need to be able to invite to the game, progress through turns (one player at a time) and finish in ...
2
votes
2answers
151 views

Networking/Packet Design

When using a Client-Server model, it's necessary for those two parts to communicate data back and forth. There is one specific area that I've been thinking about and unsure about. That being putting ...