Questions tagged [turn-based-strategy]

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How to create a basic strategic AI?

I started creating a Vue3 version of the classic Sid Meier game Colonization. I have the basic player mechanics in place and even created a map editor. So I have 3 of the 4X in place: Explore, Expand ...
Thomas's user avatar
  • 101
2 votes
0 answers
200 views

AI in turn-based strategy

Which artificial intelligence architecture will work best in a turn-based strategy game. It is similar to the games from the Europe Universalis series. In the game it is possible to: create trade ...
twi's user avatar
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TRPG data structure

I have this question since a while now. In a TRPG game like Fire Emblem or Advanced Wars (or even in something simpler like a chess game) with tiles and units, you need to store where each unit is in ...
STK Oscar's user avatar
  • 115
1 vote
1 answer
88 views

Turn-based Pencil/paper game; phases [closed]

I'm not entirely sure this is the right place since all I see is coding questions, but I'll ask anyway in the hopes that someone can answer or point me in the right direction. I've been developing a ...
Jakob Glantz's user avatar
1 vote
1 answer
252 views

Turn-based combat AI with multi turn planning

My current AI system uses the now very common utility AI. I generate a list of possible actions, I then calculate fitness score for each action and generate a list of possible chains of actions (Move >...
waxx's user avatar
  • 135
1 vote
2 answers
268 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 ...
Finni's user avatar
  • 111
3 votes
3 answers
329 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 ...
Bridgeburners's user avatar
3 votes
1 answer
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 (...
Dennis Magnusson's user avatar
6 votes
1 answer
645 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 ...
ashes999's user avatar
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68 votes
15 answers
12k views

How might I eliminate asymmetrical gameplay caused by turn order?

I'm designing a turn based game in which players profit from buying, transporting, and selling resources. Each turn, the map has to produce a certain number of resources and different locations, and ...
Thomas's user avatar
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2 votes
2 answers
3k views

Tips on a Turn Based Strategy AI [closed]

I have been working on a game for a while now, and it is going to be a TBS(Turn based strategy) in space. And now I have come to the point where I am creating an AI for the game. I have no experience ...
user avatar
3 votes
2 answers
1k 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 ...
ClassicEndingMusic's user avatar
0 votes
2 answers
1k views

Fire Emblem/Advance Wars/Turn Based Strategy like Artificial Intelligence

I have made a Fire Emblem/Advance Wars like game, and I was wondering if there are any particular techniques in the AI's in those games. I was wondering how to let the AI make the best decisions. I ...
RayShawnOfNapalm's user avatar
0 votes
1 answer
197 views

POST & push for turn-based network?

Can you create a viable two player turn-based networking implementation using only REST API for outbound and push for inbound data? If a game is comprised of, on average, 30 moves, is it a bad idea to ...
greenland's user avatar
  • 219
6 votes
3 answers
2k views

Optimize algorithm: finding all possible moves for a turn based game

I am working on the ai for a turn based game. To illustrate my problem this are the simplified rules of the game: The game takes place on a tiled map with obstacles (black quads) like this: The ...
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1 vote
0 answers
665 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 ...
GGC's user avatar
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2 votes
1 answer
97 views

How to make the inside of a cube accessible

I have a cube, it is made up of smaller cubes each making the big cube 8x8x8. The cube is the map. The player of the game needs to be able to appraise the entire map and understand it without having ...
ruckus's user avatar
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1 vote
0 answers
469 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, ...
Matías González's user avatar
5 votes
1 answer
669 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 ...
Aron0621's user avatar
-1 votes
1 answer
337 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 ...
Martynas Jurkus's user avatar
0 votes
1 answer
839 views

MVC How To Handle Animations?

I am working on a turn based game that utilizes the model, view, controller design pattern to separate logic from input from rendering. I am still a little new to the pattern, but from my ...
MrJman006's user avatar
  • 197
4 votes
1 answer
1k views

Implementing The Command Pattern - Undo And Entity References

I am trying to implement a replay/undo system for a turn based strategy game I am currently working on. A sample move could go as follows: ...
MrJman006's user avatar
  • 197
3 votes
3 answers
1k views

Strategy game tile and unit storage

I've recently started working on a turn based strategy game much like games from the Fire Emblem or Final Fantasy Tactics series. However, I'm running into a few problems concerning the storage of the ...
RauTheLegendary's user avatar
3 votes
3 answers
622 views

How are win conditions handled in a turn based game?

Turn based games sometimes have different win conditions for different maps and mission. For example, control some structure for X turns, last X turns without losing a single soldier. They usually ...
MrJman006's user avatar
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0 votes
1 answer
1k views

Organising data of a turn-based strategy

I'm intermediate in Java but novice in everything which is on the server-side. I've set myself a task to rewrite an old game, so learning Java is more fun. It is a space turn-based strategy. The ...
Zmur's user avatar
  • 103
8 votes
2 answers
5k views

How to draw the contour of a hexagon area, like in Civ 5

I am trying to achieve the hexagon contour look you find in Civilization V: I want to outline the area a unit can move to on a hexagon grid, so far I can get a list of all the tiles a unit can move ...
Perky's user avatar
  • 177
5 votes
2 answers
406 views

How do I maintain game balance while promoting interaction between dead and alive players? [closed]

How do you motivate players to be content with randomly selected roles that are often complex to play and differ drastically in playstyle (AND to stick around till the end of game)? Some background: ...
Crosscounter's user avatar
0 votes
1 answer
789 views

Map scrolling around the world

I am developing an TBS (turn based strategy) game. I have created a simple canvas renderer to render hexagonial map. I already implemented scrolling on the map. My current problem is that I want to ...
Luketep's user avatar
0 votes
3 answers
3k views

How would I go about making a movement system like Mario Party?

Main question How would I go about getting a movement system similar to the one they have in Mario Party only minus the dice roll? Things I have researched I have been studying the uses for ****...
john smith's user avatar
40 votes
9 answers
7k views

How can the lategame in a 4X game be made more exciting?

I played a lot of different 4X games lately (eXplore, eXpand, eXploit, eXterminate, like the Civilization series, for example), and noticed that most of them suffer from the same problem: As soon as ...
Philipp's user avatar
  • 117k
7 votes
4 answers
5k 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 ...
Adam M.'s user avatar
  • 71
1 vote
1 answer
739 views

How to handle animations for a turn based deterministic game?

I have a turn based combat system where all monsters act one turn, then all players, etc. The combat mechanics are completely deterministic - I can pre-calculate the outcome of a turn. I'm interested ...
Alex Stone's user avatar
4 votes
2 answers
821 views

How can I implement a game locator or proxy server?

I have a turn-based strategy game which already has a multiplayer server/client layer that works fine on local network (where one server is set up and players connect to it). I would like to extend ...
Pavel's user avatar
  • 43
4 votes
1 answer
3k views

Pathfinding in hex grid based game

I'm making a TBS using a hex grid. Player can move units from one hex to another using bridges, which will be randomly generated. I'm using cubic and axial coordinate system for my grid, it's well ...
edwing's user avatar
  • 125
10 votes
3 answers
7k views

Finding possible moves for an entity in a 2d tiled game

I'm having issues coming up with a specific search term for this, but how would one go about finding the possible moves in a 2D turn-based strategy game (i.e. FF:Tactics, Fire Emblem, Advance Wars). ...
NRaf's user avatar
  • 203
3 votes
1 answer
529 views

Can you suggest ways to store and track lots of objects in a turn based strategy game?

I know just enough about programming to be dangerous, so please be gentle. I've created and released few simple apps for android and do some powershell scripting at work, but that's about the extent ...
user548369's user avatar
5 votes
1 answer
797 views

How to define a proper protocol for a turn-based combat system?

I'm working on the server side of a turn-based strategy game. The game has a really complex combat system, like: When you are hit, you summon a phoenix to attack the enemy that deals X damage, and ...
Peter Ren's user avatar
  • 103
12 votes
4 answers
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 ...
Roger Alsing's user avatar
0 votes
2 answers
128 views

Database & Physics in hand. How do render through web?

I'm developing a football management game. It is to be browser based. For the moment a turn based strategy that in the future I'd like to develop with more javascript interactivity. I am competent ...
EnglishAdam's user avatar
2 votes
2 answers
427 views

Serverside memory efficiency and threading for a turn based game

Im programming on a turn based war-game for some years now (along with the engine) and Im having quite a hard time at figuring out what the games server architecture should look like, since most game ...
SkeletorFromEterenia's user avatar
2 votes
1 answer
387 views

Moving Unit Parallel to Mouse in TBS Game

I'm writing a basic Turn-Based Strategy game using Unity3D. It's not grid-based. I've come to the point where I'm coding unit movement, and I'm having trouble figuring out how far to move the units ...
Wackidev's user avatar
  • 489
7 votes
2 answers
2k views

How should I structure my turn based engine to allow flexibility for players/AI and observation?

I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling ...
Reefpirate's user avatar
26 votes
2 answers
26k views

Complex Game AI for Turn-based Strategy Games

I'm doing some research for a turn-based Strategy game project and looking for good resources on this topic. The game is a typical war game where countries can fight each other, deploy units and have ...
BadmintonCat's user avatar
4 votes
1 answer
1k views

Stuck on development of turn-based-strategy game

I am developing a turn based political/military strategy game similar to the DOS game Conflict. I have my game design document completed, but I'm having trouble actually putting together the logic of ...
CamelBlues's user avatar
6 votes
1 answer
5k views

How to design and implement turn-based system? [duplicate]

Possible Duplicate: How to implement turn-based game engine? I am considering making a game like Master of Orion but I don't know how to start with turn-based systems. If any of you played this ...
Dvole's user avatar
  • 1,855
15 votes
3 answers
1k views

AI to move custom-shaped spaceships (shape affecting movement behaviour)

I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set ...
kaoD's user avatar
  • 1,935
5 votes
3 answers
1k views

What algorithm to use for path mapping?

I am making a turn based game with tiles, much like Final Fantasy Tactics. I am trying to develop an algorithm for mapping out a list of available tiles to walk on. So for example, I am at (0,0) and ...
f20k's user avatar
  • 1,057
6 votes
3 answers
1k views

Determining the probability of a successful attack based on the equipped weapon?

Take this example, a player has a sword composed of the handle and a blade. Together, they generate a strength of X and that combination adds qualitative attributes (induce more damage to fire ...
Pran's user avatar
  • 381
10 votes
6 answers
926 views

Designing rules to fight smallpox in Civ-style TBS games

TL;DR: How do you design a ruleset for a Civ-style TBS game that prevents city smallpox from being a profitable or viable strategy? Long version: Civ-style games are pretty great. Bringing a ...
Williham Totland's user avatar