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Questions tagged [strategy]

A genre of video games that involve skilful thinking and planning in order to achieve victory.

1
vote
1answer
86 views

What should i use as a board for my game? [closed]

I'm a beginning programmer and i need to make a game. The rough idea revolves around fleets fighting in turn based battles while you control your factions resources and manpower. The original concept ...
6
votes
1answer
488 views

Distributing damage across units in an army

I'm working on a game similar to the web game Utopia, insofar as players have a number of units with different values for attack and defense. Question: how do I distribute damage across units when a ...
0
votes
1answer
274 views

SFML Animation class as a strategy or an inheritance

everybody. I need to add animations to my game. And I have a question. I found AnimatedSprite class on SFML Github which is an inheritance, but in my project, I am using a lot of elements made with ...
1
vote
1answer
90 views

Unity - separate shapes on a map into individual objects?

Okay, I asked this question yesterday anonymously thus I couldn't edit it so I'm remaking it. Short version: I have a transparent map with black borders (Colored map) and I want those shapes formed ...
3
votes
2answers
538 views

What are the advantages and disadvantages of different grids in a turn-based strategy-game?

The two most common types are using hexagons and squares. My question is rather concerned with game design. Why are specifically those two found so often? What are disadvantages that speak against ...
0
votes
2answers
72 views

2d starship combat, hit chances based on bearing and speed (vector)?

Thinking about a 2d strategy game, where you move your starships turn by turn and fire guns at each other. Instead of the traditional approach of "range" lowering hit chances, im thinking about some ...
2
votes
2answers
1k views

Are there well known algorithms for efficient map knowledge?

The question subject's is a little confusing, but I had no better way to express my train of thought. I'm working on an RPG at the moment, and I have a question. Using SARSA (State-Action-Reward-State-...
2
votes
1answer
129 views

What elements are indispensable to players of a tactical strategy game?

Tactical strategy games typically involve area capture/control, unit building, terrain effects, various specialized unit types. Some will include resource gathering / management, unit customization / ...
2
votes
2answers
221 views

What kind of data structure to use for planetary populations?

I am in the process of building out the prototype for my space strategy game, which is focused on empire building type gameplay. One of the most important elements of the game are the various planets ...
5
votes
1answer
3k views

Machine learning to improve strategy game AI

I am currently working on a simple strategy game as a hobby and I am starting to think about designing an AI to add opponents in the game. The idea behind the game is that you are a space explorer and ...
1
vote
1answer
111 views

Dealing with AI in a simple strategy game

Hi I am currently working on a small real-time strategy game. The game consists in discovering and exploring planets to get knowledge and resource points. Every Unit of Time (UoT) in the game those ...
0
votes
0answers
933 views

How to create a “border” effect in Unity?

Okay let me start off by saying I have searched for several days on this topic, and it seems that either nobody posted anything about it, or it is on the internet, but too far buried under piles of ...
1
vote
0answers
240 views

sdl-based open source game that works on android? [closed]

I'd like to create a game that uses SDL2 and that works on many platform, at least on Android. I'd like to see some open source code of some other small video game before starting.. especially how ...
1
vote
2answers
217 views

How to resolve combat of stacks of units to mitigate numerical advantage

I just started designing an strategy game where player's armies consist of stacks of units. For my design I was aiming to reproduce the following behaviour for a full combat of multiple turns (for ...
31
votes
5answers
7k views

Use an instance or a class for game resources (wood,iron,gold)

So I'm making a game where you can send ships to locations to sell or buy resources like wood, iron, gold, etc. Now I was wondering how the resources should be created in de game. I came up with 2 ...
0
votes
2answers
662 views

How to handle global Data within a state machine setup? (C#)

I am currently building a turn-based framework (Unity,C#) I was tired of my former tight-coupled systems and opted for a state machine this time, basically all components subscribe to the state-Enter ...
31
votes
8answers
11k views

How can a game handle all characters at once?

This question is just to gain knowledge about how a game can handle so many characters at once. I am new to gaming so I beg your pardon in advance. Example I am creating a tower defense game in ...
1
vote
1answer
152 views

building timers in strategy games

I've got a web-based strategy game in which you build a city. Coding is smooth, but I'm kind of hung up on how long it takes my buildings to build. I want to keep the user playing, but have them long ...
3
votes
4answers
184 views

Ways to track time and character ages across many years of game time?

I'm working on a system to track large numbers of characters across long periods of time. Characters grow old and die, give birth to new characters, etc. It's a grand-strategy game, with warring ...
3
votes
2answers
188 views

How should I efficiently store faction relationships?

I'm working on a game that follows the life of a powerful magician as she lives, dies, and reincarnates dozens of times across hundreds of years. Meanwhile, empires rise and fall around her--she can ...
2
votes
2answers
811 views

RTS combat system

I am developing a small-scale TB/RT Strategy hybrid, not unlike the Total War series. It's in the classic medieval setting, with only melee infantry combat currently implemented for testing. Units are ...
3
votes
1answer
770 views

Finding it difficult getting to grips with LibGDX [closed]

So I have spent about a week now learning libGDX and have made very little progress. I started small and wanted to make a strategy game where there is a tiled map of squares and you control a ship, ...
3
votes
3answers
4k views

Board like strategy map

I want to make a strategy game like Risk. I want to use C# for the mechanics and Unity for the graphics. My problem is that I don't know how to create the map itself and integrate it with C#. I don'...
5
votes
1answer
952 views

AI pathfinding in mostly-free space

I'm working in an action/strategy proyect. Consider it a RTS game. The game is in 2D (with LibGDX), and I have a lot of soldiers moving along. Now I have to implement the AI. Let me say some things ...
1
vote
1answer
94 views

How should I define interaction modes in a strategic game?

I am creating a typical strategic game that gamer can select, deploy and move the game characters (Human mostly) and move or create buildings on its isometric map. These all are going to be done by ...
-1
votes
1answer
269 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 ...
2
votes
1answer
1k views

Pathfinding in a 2D “sidescrolling” strategy game

I've been thinking up a real-time strategy game that plays on a platformer type of map. The collidable portion of these maps will be made up of square tiles. I've done A* pathfinding in top down tile ...
21
votes
3answers
3k views

Command Ordering Architecture of Dwarf Fortress

What is the most elegant way to implement a command ordering system for AI? for example in dwarf fortress when you mark a forested area for wood cutting, the dwarfs then would do the following ...
6
votes
2answers
2k views

NegaScout with Zobrist Transposition Tables in Chess

I'm trying to put Transposition tables into my alpha beta scout. I do see an incremental speed boost I think toward mid or late game, however, even with a table size of 1-2GB, its may or may not be ...
0
votes
1answer
486 views

Combining pathfinding with global AI objectives

I'm making a turn-based strategy game using Java and LibGDX. Now I want to code the AI. I haven't written the AI code yet. I've simply designed it. The AI will have two components, one focused in ...
17
votes
9answers
3k views

How can I let new players effectively compete with long-time players?

When new players join my strategy game, they have 3 days of protection from other players attacking them, but that's not enough time to catch up to players who have been playing for longer. How can I ...
2
votes
0answers
59 views

Any tips on developing an RTS unit movement collision? [duplicate]

so I am developing an RTS and I am a little stuck at this. I am not talking about pathfinding algorithms like A*. The problem is moving units in bulk and their collision along the way. Can anyone give ...
15
votes
5answers
4k views

Networking for Real Time Strategy games

I'm developing a real time strategy game for a computer science course I'm taking. One of the harder aspects of it seems to be client-server networking and synchronization. I've read up on this topic (...
4
votes
4answers
3k views

Should I use one thread per game object?

I developing a simple real-time strategy game in a small team with no experience, and we're considering using one thread per game object (tank, soldier, etc). Is this a good idea or is it overkill? ...
1
vote
0answers
156 views

How should I handle “real time” events in an online strategy game? [duplicate]

Some online strategy games have real time events. For example when you send troops to attack somewhere, the attack happens at the right time in the future. Checking the database again and again to get ...
0
votes
1answer
2k views

ASP.NET MVC & SQL Server vs. PHP & MySql

I'm going to develop a strategy browser-based game with ASP.NET MVC and SQL Server. However, as I explored the web to get some ideas and patterns from existing games, I found out that none of them ...
-1
votes
2answers
1k views

how to do turn based board game movement on a 2d map

I don't know if what I programmed worth anything, I've never programmed something like that, I just need to handle a player movement on a map, I thought a tile map will work, but I don't know anymore. ...
2
votes
4answers
677 views

How to make a Socially Conscious Game? [closed]

I'm working on a 4x, turn-based space game. It's currently in the design phase. Because I'm the Director of Technology for Gamers Against Bigotry, I'd like it to be socially conscious. In other ...
0
votes
1answer
652 views

How do I create a camera for a strategy game?

How do I make a camera for a strategy game? Think something in the style of Warcraft 3, so you can lower the camera angel and view the world in a somewhat 3D format. Do I need to have some coordinate ...
5
votes
2answers
6k 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 ...
0
votes
1answer
239 views

Diplomacy Systems [closed]

I'm wondering if there's any authoritative literature out there on diplomacy systems. I'm at the very beginning of my research, for instance I just found out through gamedev, that the term diplomacy ...
3
votes
2answers
1k views

UI of a city-building game

I'm completely new to gamedev and want to learn how to design good UI for a city-building game (like SimCity). What books and other materials can I read in order to learn it?
12
votes
4answers
3k 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 ...
-2
votes
2answers
2k views

RTS game unit damage & defense calculation [closed]

How can I model armies attacking each other in an RTS? I know how I would do it if it is an RPG game. Character has few stats that affect damage/defense and then compare it with enemy character and ...
3
votes
2answers
6k 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 ...
4
votes
2answers
3k views

Get world coordinate under mouse (at a ground plane for Warcraft 3 like movement)

I want to let a unit follow the mouse like in any RTS (Warcraft 3, Starcraft, ...). For that I have a "ground plane" which is defined through 2 vectors, the X and Z axis. Now I need to get the world ...
6
votes
1answer
510 views

Huge 2d pixelized world

I would like to make a game field in a indie-strategic 2d game to be some a-like this popular picture. So every "pixel"(blocks) changes it's color slowly, sometimes a bright color wave happens, etc, ...
10
votes
6answers
881 views

What forms of non-interactive RPG battle systems exist?

I am interested in systems that allow players to develop a battle plan or setup strategy for the party or characters prior to entering battle. During the battle the player either cannot input commands ...
-7
votes
1answer
474 views

Why don't developers these days make the classic 2D games? [closed]

I just finished playing Commandos 1 and Desperados: DOA. As you know these two games are entirely 2D with beautiful maps. This genre Stealth strategy games is somewhere lost in the market and people ...
3
votes
4answers
1k views

I'm making a board game: who should manage the player move if the board has specific locations for the players?

I know this is very specific question but imagine I have a board with spaces (like Monopoly) and a player that must go from one space to another after the dice are thrown. So my workflow: Player ...