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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1answer
56 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
85 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
109 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 ...
5
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1answer
255 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
66 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
97 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 ...
4
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2answers
375 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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0answers
19 views

Effect animation and character state transition event timing

I stumbled into a weird situation during development of my game prototype. It's about turn-based battle, and I want battle animations to finish before the next command is issued. The first approach ...
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1answer
136 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
231 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
258 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
131 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 ...
2
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1answer
811 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
1k 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
68 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
654 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
108 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
106 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
74 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
325 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
1k 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 ...
4
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2answers
323 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, ...
3
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1answer
799 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
187 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
495 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
123 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
101 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
67 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 ...
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2answers
115 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 ...
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2answers
5k 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
109 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
180 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
451 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?
53
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8answers
7k 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
245 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
757 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 ...
3
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2answers
289 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
349 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 ...
4
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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
759 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
117 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 ...
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1answer
402 views

To-hit formula for turn based isometric battle RPG

I am an amateur using Unity 5 to create the aforementioned type of game. I am trying to write a function to determine whether a close quarters combat(melee) attack lands or not but am extremely ...
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0answers
634 views

Tip on turn based game AI

I'm quite new in video game AI, and I'm trying to design an AI for a turn based game. The rules are simple: The battle field is represented by an NxM board. The game is between two team, each team ...
0
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1answer
563 views

Network Communication For Multi-Player Turn-Based Game

I'm attempting to develop a multi-platform turn-based game that [I suspect] follows the general client-server pattern. For this question, let's assume I only care about communications inside of a "...
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2answers
232 views

c++ text based duel game, buggy turn mechanic

so ive checked this code 100 times for mistakes and everything checks out and should be working, I've tried everything I can think of but for some reason nothing works, this makes the movement super ...
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0answers
456 views

Multiplayer turn based Android/iOS [closed]

We're developing a mobile endless runner game, on Unity3d where you can challenge your Facebook friends. The only interaction between the players is the challenge - one player challenges the other, ...
2
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1answer
216 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 ...
4
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2answers
919 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 ...
5
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1answer
535 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 ...
7
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1answer
2k 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?