Questions tagged [turn-based]

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
86 views

Record/History of moves and state of entire game after that move for a Turn based game

My first question here! :) Im trying to conceptualize how I would go about recording the moves of my players, and also the state of my game after the calculations of that move. For example, Final ...
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0answers
32 views

How do you model status effects in a turn based combat system without coupling them with the units' code?

I'm trying to write a program to model turn based combat à la Slay the Spire, Darkest Dungeon in C#. I'm struggling with implementing status effects, because different status effects trigger certain ...
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0answers
28 views

Minimax Algorithm for turn-based game

how should I implement the Minimax Algorithm to a XCOM like turn-based game? I mean I should use score to each action like, move to cover, shoot, fall back etc. Or even is it possible to do that kind ...
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1answer
49 views

How do I change the turn from a user to the next?

I was asked by a friend to develop a small web game which should support 10 players. Very basic game-play: There is a piñata which has x-"healthpoints". Each player can hit the piñata when ...
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1answer
117 views

How do I make my turn based battle system scalable?

I’m currently working on a turn based battle system for my game. The game is in unity coded with c#. The turns are based off of an initiative system determined by each characters speed. Right now I ...
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0answers
39 views

How do multiplayer turn based games handle computation

I am building a turn based multiplayer simulation game that at the end of each turn takes all of the users inputs/actions then compiles all the data and interactions returning the result of the ...
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1answer
93 views

Minimax Algorithm Scoring Mechanism

I'm basically trying to understand the chronology/sequence of the algorithm and where should I call the scoring mechanism function that calculates the score of each move and returns an int. For ...
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1answer
211 views

Damage-calculating formula for turn-based RPG with a twist: I have developed a formula, do you the experts think it will scale up successfully?

I’m developing a turn-based combat system for an RPG. It’s a little different to your standard RPG though. The idea being, the faster the player solves the problem they are presented with each time it'...
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1answer
81 views

Turn based game in HTML/JS/CSS - new joiner messes with state of game while animations are still running for other players

I developed a playing cards web app using HTML/JS/CSS. Communication with the server is performed using WebSocket. The server is developed in Java Spring. The game proposes to join one of the many ...
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0answers
317 views

2-player online card game architecture

This is the first game I have developed. Please correct me if I'm mistaken. I want to build an online 2-player turn based card game (Shithead). I want to code it in Java as that is what I have most ...
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1answer
351 views

Engine for a Football Manager Type game (data driven, menu clicking) [closed]

A friend and I had started developing a football manager two years ago, but ultimately squashed the whole thing because we found ourselves in a mess with developing UI and saving/loading. The basic ...
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2answers
172 views

Balance advantage of having the first turn

I'm developing a game in which two players compete for area domination. Each player can play four moves per turn, ideally conquering four tiles. Edit: Here a little more detail on the mechanics: Each ...
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1answer
132 views

How to create a turn-based system with an unknown number of enemies?

This is my first time using Unity (and my third time creating a game in general), so I hope I can provide the needed information to solve this problem. I want to create a turn-based system for my 2D ...
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1answer
491 views

How do I model / diagram turn-based combat?

I'm developing a turn-based combat system for an RPG, and I'd like to know if there is any kind of best practice around diagrammatically modelling something like this. The ideal modelling paradigm ...
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2answers
104 views

How to find all possible destinations, within a certain walking distance of a unit?

I have a standard 2D grid that i use for pathfinding. I already use A* to find the path of my units when I want to move them around. What I need to implement now is a preview of all possible ...
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2answers
246 views

How can I make a computer opponent for my board game?

I am trying to create a game, not exactly checkers, but the level of its interactivity is on par with checkers as opposed to something more complex (I think) like chess. Anyway, according to my ...
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2answers
420 views

In tactical combat games, why does shooting end your turn?

I was wondering about this particular game mechanic in tactical combat games, like XCOM2, where you have two actions, which may be: move+move reload+move move+reload move+attack ...but not attack+...
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1answer
224 views

Turn-based battle mechanics with balance of HP and damage [closed]

(Major rewrite to be more specific) Scenario I'm prototyping a turn-based battle system. The theme is survival in a despaired setting with conflicting interests: 2 players, attacker and defender ...
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3answers
284 views

Are delayed abilities bad in turn-based strategy games? [closed]

In my PvP turn-based strategy, one of the balancing mechanisms for separating stronger from weaker abilities is their "delay", which is the number of turns it will take to actually execute that ...
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3answers
481 views

Are dice-rolls for damage calculation bad design for a tactic focused game?

I'm trying to come up with a combat system for a turn-based RPG that is inspired by pen & paper RPGs, but with more importance on positioning and strategy. I feel like in games where a good ...
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1answer
144 views

Roguelike game: detect intent of other actors by observing their moves

In grid turn-based roguelike game, how can I detect the following scenarios: other actor is following observing actor other actor is intentionally moving to block its path Path blocking can happen ...
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1answer
2k views

Turn Based Game - Best approach for Server communication. TCP/IP or REST API?

I want to create a turn base multiplayer game where each player simultaneously takes his/her actions, and ends the turn. Both will see what the other player did afterwards and the next round begins. ...
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2answers
3k views

Design pattern for turn based strategy game in C++

I'm studying computer science at university. So far I've created several programs for school projects and homeworks in C++. They were usually smaller programs up to 1000 lines of code. Now I want to ...
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2answers
100 views

Implementing win condition

I'm making a turn based game in java for fun, it follows a set game flow pattern contained in a loop. I realized that once a player hits a win condition the game continues playing out the rest of the ...
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5answers
906 views

Is my skill tree possible, balanced, or even a good idea? [closed]

Like most people, I have an idea for a game. I have a particular concept I want to create with a particular set of mechanics I want to implement. What I need help with is the underlaying player ...
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1answer
118 views

How to design phases of a single turn

Battles in my game run fully automatically and return a combat log afterwards. My main game loop looks like this: ...
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1answer
116 views

How to make an irregular shape that displays how far a unit can move through the map?

I'm still new to programming, and I was wondering if there is a way to make an irregular shape that displays how far a unit can move through the map taking in account pathing around obstacles. For ...
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1answer
87 views

Let both clients know of complete game-state in turn-based game?

I'm writing a simple turn-based game for mobile, just to test the waters and I'm having doubts about the approach. Each player has 5 cards on hand. I want for both players to be able to replay ...
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1answer
526 views

Networking Board Game Design Pattern

I am currently working on a board game in Java with libgdx. It is supposed to be a multiplayer game, that you can play across multiple computers and for the sake of simplicity, I use kryonet. Even ...
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1answer
2k views

Implementing Turn based Combat Using Node js

I am creating a browser game that allows players to fight monsters using Nodejs, Socket.io and ...
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2answers
431 views

How do I implement Pokemon-style moves?

I'm developing a Pokémon/classic Final Fantasy inspired game, in the sense that game play consists in many creatures, possessing many moves with different effects (attacking, healing, buffing, ...
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1answer
1k views

How do i make turn based combat with 10+ players work?

I am currently developing a game with a turn based combat as focus. The games battles will need to be able to handle 1 to 20 players (Multiplayer). Each unit (Player and AI) each has an initiative (...
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1answer
301 views

How to keep the state of all games in the server?

i have a problem implementing a turn-based game server in java. What i want is a way or a technic that let the server keep all the games state that are created in order to the client recover at the ...
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1answer
648 views

Skill system in turn-based board-like RPG [closed]

I'm working on the implementation of a turn-based board RPG (like Descent: Journeys in the Dark) to improve my C++ skills and learn something about game-dev. I have already done with general stuff, ...
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1answer
147 views

Turn based game - how to deal with partial world state updates?

I'm implementing a simple "turn based" game where the player sets up a bunch of "actions" on a board and "objects" move on the board and are influences by those actions. The player is no longer ...
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1answer
112 views

Using Unity and MonoBehavior for UI only?

I've made a turn-based game (think xcom) in Unity, and because I don't need real-time, asynchronous elements, or physics calculations I decided to make a pure c# Model (in the sense of Model, View, ...
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1answer
71 views

How to solve this card game turn requestes clashing issue

So I am developing a poker card game using JS +node.js + socket.io. It is turn-based game. There will be a host and 4 other players.The flow is the players need to make a yes/no choice, then the host ...
2
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2answers
130 views

Is there a value in unifying animation lengths in turn based game?

It might be a small detail, but I'm wondering if there is a significant impact on the game feel between scenario where for example all characters in a game have the same attack animation length and ...
2
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2answers
6k views

Pokemon Artificial Intelligence [closed]

I'm working on a thesis about programming an AI combat system for Pokemon (To be implemented in Showdown!). However, I would like to include historical information about the existing implementations ...
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1answer
139 views

Time per turn in a .NET turn-based game?

I am developing the server for a browser game, it uses an ASP.NET API for authentication, login and character creation and a websocket for the rest of the game (Microsoft.Web.WebSockets). While on ...
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1answer
193 views

Turn Based AI Algorithm (Small Board, Two Steps)

This is my Game-Board: -> The Red Balls are the AI-Controlled Actors. -> The Blue Balls are the Player-Controlled Actors. -> The Yellow Cells are the locations, from which the Red Balls can attack. ->...
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2answers
556 views

Turn-based browser game

I want to try to build a multiplayer turn-based browser game. What technologies do you recommend me to use for server side considering I plan to host it on a shared host? Would PHP be fast enough?
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8answers
8k 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" ...
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1answer
283 views

AI: Turn-Based Movement with 2 actions per Unit

I am currently building a turnbased tactics game. The Board is a small (about 4*6) tiled grid. The AI plans all moves of its units, each unit can move 2 times move and attack or attack at least ...
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2answers
1k 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 ...
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2answers
318 views

How can I imbue an ability system with information about how abilities interact and can be targetted?

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
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2answers
365 views

Turn-based multiplayer animate moves from last turn

I'm trying to make a 2-player turn-based strategy game, using the Google Play Games APIs According to the documentation, As a match progresses, the current player can modify and store the game ...
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4answers
1k 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 ...
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1answer
1k views

Android: Synchronizing timers across multiple devices

Im writing a turn-based multiplayer game that implements a chess timer. When the current players turn starts, all devices start timing for the current player, however, as his turn proceeds, the timers ...
3
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1answer
119 views

Preferred option for indicating player's movement choices 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 ...