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
497 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
77 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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20 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
60 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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0answers
21 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
71 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
33 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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2answers
2k 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 ...
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4answers
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 ...
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1answer
138 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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0answers
299 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
265 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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1answer
447 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
157 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
128 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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2answers
94 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
206 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
412 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
211 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
6k 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 ...
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3answers
278 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
444 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
142 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
364 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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2answers
87 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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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 ...
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5answers
859 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
117 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
115 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
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 & ...
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1answer
86 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
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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1answer
273 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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2answers
402 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
991 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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4answers
2k 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 ...
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1answer
636 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
111 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
144 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
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1answer
3k 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 ...
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2answers
308 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 ...
4
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1answer
2k views

Game engine for turn based wargame [closed]

I would like to ask for game engine recommendations for turn based wargame development. I would like my engine to support; hex maps agents on hex rule based ai for the agents terrain on hex ...
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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 ...
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2answers
129 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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1answer
275 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 ...
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
136 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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4answers
3k views

In PHP, how do I implement multiplayer “rooms” for a turn-based game?

I'm working on a multiplayer checkers game. I want to let players choose another connected player and invite him to play. I have a working game engine and rendering, but I'm stuck on the multiplayer ...