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Stéphane Bura's user avatar
Stéphane Bura's user avatar
Stéphane Bura's user avatar
Stéphane Bura
  • Member for 14 years, 5 months
  • Last seen more than a month ago
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Map progression
I'm glad I could help :) Good luck with your project!
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Game-Design: Turn-based ship-to-ship combat with *simultaneous* movement
I would recommend that you have a look at SteamBirds spryfox.com/our-games/steambirds-survival to see how Spry Fox successfully solved this very design issue. It might inspire you.
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Learning to think like a programmer
You could read this excellent book that is literally the answer to your question: nostarch.com/thinklikeaprogrammer.
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How do I elegantly teach players how to play?
Sure. The classical example of this is Crash Bandicoot. You first learn to jump gaps, then to attack, then to jump gaps with a mobile enemy that you can avoid, then gaps with an enemy that follows you and that you must attack, then you have to make timed jumps, then timed jumps with attacks... and so on.
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Do you actually use diagrams to model games?
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