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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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6 votes
4 answers
515 views

In a tile based game, with units that can move a specific amount per turn, how do i make my pathfinding avoid damage unless it is the only valid path?

i am making a 3d tactics game, visually similar to something like final fantasy tactics. it's tile based, with units able to move up and down the level onto buildings and up staircases and what have ...
0 votes
1 answer
81 views

Where to put data/values of Status Effects... in Status effect object or just reference from Ability source?

for turn based game, units can get buffed/debuffed with status effects, like poison, etc. I would like to ask the advisable place where to put amount of poison in the data structure. I can think of ...
1 vote
1 answer
697 views

How to structure a dynamic turn based system?

I'm attempting to create a turn based battle system in Unity that is made up of dynamic events. Attacks may involve a lot of movement, animation, and often player input during the attack. The current ...
0 votes
1 answer
584 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 ...
1 vote
1 answer
229 views

Climate/weather model for turn-based game

I am looking for a model to simulate weather patterns over long time periods on a tilemap. The basic idea is to have 3 tile types: mountains land water Over the course of game, the climate of land ...
20 votes
3 answers
8k views

Design of a turn-based game where actions have side-effects

I am writing a computer version of the game Dominion. It is a turn-based card game where action cards, treasure cards, and victory point cards are accumulated into a player's personal deck. I have the ...
4 votes
2 answers
815 views

How to calculate Chance of Success in a turn-based battle with chance to hit and damage roll + damage modifier?

I'm coding a choice-driven role-playing game and I want to give the player a percentage of his success chance in winning a battle before he chooses to start it. However, I have no clue how to make ...
1 vote
1 answer
504 views

Implementing ability system with ability parameters

I am trying to implement an ability system in Unity for a game similar to XCOM (turn based, team consists multiple of units, grid based). Every unit have X action points per turn. I would like to do ...
0 votes
1 answer
652 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 ...
0 votes
1 answer
2k 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 ...
0 votes
2 answers
137 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 ...
0 votes
1 answer
1k views

Help with software design of a turn based combat system using SDL2

I have been working on a RPG where the player is free to wander an open world but when a monster is encountered or on keyboard command the game switches to a turn based system. Note this is not like ...
2 votes
2 answers
232 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 ...
0 votes
1 answer
80 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 ...
0 votes
0 answers
131 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 ...
1 vote
2 answers
3k views

Grid pathfinding with a lot of entities

I'd like to explain this problem with a screenshot from a released game, DROD: Gunthro's Epic Blunder, by Caravel Games. The game is turn-based and tile-based. I'm trying to create something very ...
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 ...
1 vote
1 answer
928 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'...
1 vote
0 answers
586 views

2-player online card game architecture [closed]

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 ...
0 votes
1 answer
1k 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 ...
5 votes
1 answer
948 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 ...
1 vote
2 answers
319 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 ...
0 votes
1 answer
382 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 ...
0 votes
2 answers
389 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 ...
2 votes
2 answers
989 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 votes
2 answers
481 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+...
0 votes
1 answer
475 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 ...
3 votes
3 answers
342 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 ...
2 votes
3 answers
836 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 ...
1 vote
1 answer
165 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 votes
1 answer
3k 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. ...
1 vote
2 answers
5k 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 ...
3 votes
2 answers
411 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 ...
1 vote
2 answers
300 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 ...
3 votes
1 answer
127 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 ...
5 votes
5 answers
1k 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 ...
1 vote
1 answer
163 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: ...
1 vote
1 answer
144 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 ...
0 votes
1 answer
1k views

Android Studio libgdx multiplayer

Does anyone know if it's possible to setup a multiplayer game using libgdx in Android Studio? I've been trying to convert my game to multiplayer using all kinds of tutorials on libgdx & ...
0 votes
1 answer
102 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 ...
0 votes
1 answer
3k 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 ...
1 vote
1 answer
409 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 ...
4 votes
2 answers
1k 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 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 (...
7 votes
4 answers
3k views

Which network engine/library/system to use in a .NET turn-based game? [closed]

I'm developing an abstract strategy turn-based game in C#. Being so, high network load is not expected. The players don't even have to be connected all the time. The host could wait for the current ...
0 votes
1 answer
788 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, ...
1 vote
1 answer
132 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, ...
0 votes
1 answer
188 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 ...
2 votes
1 answer
4k views

Turn based battle and formula

I'm building a game called DVP(Digimon Virtual Pet), and in this game other than taking care of your digimon, You can also battle and breed them. I'm working on the battle system (making it first ...
3 votes
2 answers
370 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 ...