Timeline for How to define a proper protocol for a turn-based combat system?
Current License: CC BY-SA 3.0
6 events
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Jan 26, 2013 at 4:34 | history | edited | Peter Ren | CC BY-SA 3.0 |
Reduce the question
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Jan 25, 2013 at 14:32 | answer | added | pabdulin | timeline score: 2 | |
Jan 25, 2013 at 10:23 | comment | added | Peter Ren | @PetrAbdulin For some of the skills like counter-attack, We have to play the 'counter-attack' animation as soon as the character is hit, not after the attacker completely finishes his attack. So we glue the messages and specify the 'timing' it occurs. Another reason is, our game has a lot of characters fight in one turn, we have to play them fluently from the beginning to the end. I mean one turn maybe actually made up from 10+ individual character turns, that have to be played one by one, fluently. | |
Jan 25, 2013 at 10:11 | comment | added | pabdulin |
Why do you have to store all actions in one message? I mean why it can't be splitted to: 1. A attacks B using skill X for 30 damage points. 2. B uses the phoenix skill Y when he is hit that damage A for 20 points, and heals himself 10 points. ?
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Jan 25, 2013 at 9:52 | history | edited | Peter Ren | CC BY-SA 3.0 |
Bold "the server even knows that there's an animation trigger called 'hit'."
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Jan 25, 2013 at 9:41 | history | asked | Peter Ren | CC BY-SA 3.0 |