71 votes
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What is the design rationale behind melee retaliations in turn-based games?

Melee counter-attack is an easy way to make ranged attacks valuable. Do you build and use units that have strong melee attacks but die more easily because they're in melee or do you use units with ...
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15 votes

What is the design rationale behind melee retaliations in turn-based games?

It's a basic question of a certain type of "realism". It's hard to imagine getting a melee hit in on an enemy and them not getting involved at all, because you have to very close to them to hit with ...
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  • 6,399
15 votes

What is the design rationale behind melee retaliations in turn-based games?

I am currently developing a turn-based strategy game. There are (overly simplified) two kinds of units in the game: sturdy melee damage sponges and fragile ranged damage dealers. The player is ...
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  • 112k
8 votes
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In tactical combat games, why does shooting end your turn?

Pacing One standard rule not just of game design but of any form of entertainment is to aim for an engagement curve which slowly builds up excitement and then relieves the tension at the peak point. ...
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  • 112k
6 votes

How to design a turn-based game which is easy for humans but difficult for AI?

Go is difficult for computers because there are many, many possible moves for the player in each board state, too many for the computer to brute-force and calculate all possible outcomes (unlike, for ...
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6 votes

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

Of course it's good for you to have this tree, but what I see from this is that you are aiming too high! As a beginner developer you might just get stuck. Trust me it happened to me many times and I ...
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  • 269
5 votes
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How to Incorporate two loops: One for Turn Based Gameplay, and another for ongoing actions

I wouldn't do the turn-based gameplay in a separate loop. Instead, just have the one main game loop like any other game, and that loop checks if it's time to advance a turn yet.
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4 votes

How to calculate move while avoiding deep copy

When you develop your game object-oriented, this might be a good application for the flyweight pattern. In this context, a flyweight would be an object which acts as a copy of the gamestate, but ...
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  • 112k
4 votes

Combining pathfinding with global AI objectives

Your pathfinding should return a list of way points to reach your objective for each unit. Since you are making a turn based game, I am assuming that the unit movement is like a chess piece. It is ...
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  • 1,196
4 votes
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Handling AI with ECS in a turn based roguelike

Note: I'm playing fast and loose with the pseudocode here, so let me know if anything is unclear. Ideally, the player shouldn't be special - just another set of components. The main function of ...
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  • 3,775
4 votes

What is the design rationale behind melee retaliations in turn-based games?

I think the rationale is pretty simple. A melee or a close quarters attack is a immediate threat to your survival fail to counter and your dead, or running for your life. Going into a melee is a two ...
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  • 226
4 votes

What is the design rationale behind melee retaliations in turn-based games?

You add additional depth by mixing 2 existing systems. System 1: Combat can be initiated from either side, winner is determined by stats and luck. System 2: Only the one initiating combat deals ...
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4 votes
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How do i make turn based combat with 10+ players work?

You should not force players to make their moves under duress by giving them a ticking down countdown timer. A reasonable time limit might not be a bad idea to prevent AFK players from ruining ...
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4 votes
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Turn Based Game - Best approach for Server communication. TCP/IP or REST API?

First of all, 65000 peak current users is quite a lot. Many games don't even get near that number. Looking at the current player stats on Steam, there are just 7 games which broke that limit today. ...
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  • 112k
4 votes

Are delayed abilities bad in turn-based strategy games?

My stance is there aren't inherently bad mechanics. Different mechanics appeal to different people. However, it sounds like that particular set of play testing might have found a disconnect between ...
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  • 8,610
3 votes

Need some general direction for turn-based planning AI

When the game is parallel turn-based, you can calculate your moves while the player is making theirs. This gives your AI quite a lot of time. So performance is not that much of a concern as it would ...
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  • 112k
3 votes
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In JavaScript, should I write a game loop for a turn-based game?

Constantly looping is probably unnecessary for a turn-based game. If the only time something is going to change is when a player moves, consider using setTimeout() ...
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  • 151
3 votes

How to design a turn-based game which is easy for humans but difficult for AI?

When designing arbitrary turn-based game you have few options to make harder for AI, focusing on different aspects of AI: Abstraction (e.g. task "draw something beautiful") Feature extraction (e.g. ...
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  • 4,880
3 votes

Why do mobile games have delays for certain actions?

If you can buy more turns then it's for monetization. The non-buyable turns are to keep you playing over time. You have no choice but to wait until they regenerate which means you will come back the ...
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3 votes

How to progress an entity-component gamestate in a turn-based game?

It's a year old question but now I'm facing the same trubles with my home made game while studying ECS, thus some necromany. Hopefully it will end up in a discussion or at least few comments. I`m not ...
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3 votes

What is the design rationale behind melee retaliations in turn-based games?

It gives turn based games a component of "realtime"-realism. In real battle you seldom can attack an enemies army without him fighting back at all, especially at close range. This is why everything ...
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3 votes

How do I implement Pokemon-style moves?

I see no other solution that having distinct 'moves' that are implemented in some mechanism that allows the 'owner' to invoke them without really knowing what those moves are. However, it is unclear ...
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  • 3,022
3 votes

How do I implement Pokemon-style moves?

An alternative to every move inheriting from an abstract class Move, you can instead use interfaces in C#. This has the advantage of allowing your move classes to be more flexible while still sharing ...
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3 votes

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

Often games tend to prefer single class focus, as you described for your end game, however from a user perspective consider this: Warrior beats stealth beats mage beats warrior I'm playing your game ...
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  • 31
3 votes

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

Allowing a move after an attack lets you aggro an enemy then dash out of its range / behind full cover where your unit is no longer at risk. It's a safe but dull strategy that avoids the drama of ...
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  • 114k
2 votes

How to calculate move while avoiding deep copy

You may want to try to optimize it, copying data should be relatively lightweight. Some things you can do: Allocate enough memory for the copy beforehand, instead of allocating for every single ...
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  • 6,789
2 votes
Accepted

How to progress an entity-component gamestate in a turn-based game?

Posting the solution I finally settled on, similar to Yakovlev's. Basically, I ended up using an event system since I found it very intuitive to follow its logic over turns. The system ended up ...
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  • 111
2 votes

How to design the AI for a board game like Risk?

Risk has too many potential moves and too many potential outcomes per move to have a Chess-like AI be effective. You don't need to consider every possible move, and you don't need to do look-ahead. I ...
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