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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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I'm building a grid turn-based game, and I have a couple of questions about Utility AI that I can't wrap my head around for a couple of weeks. Suppose we have a unit that can move X tiles and attack ...
Black Dice's user avatar
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79 views

I'm looking for advice on designing the architecture of my turn-based game. Suppose units have different abilities—various movement types (run, teleport, charge in one direction, etc.), different ...
Black Dice's user avatar
2 votes
1 answer
136 views

I'm trying to make a turn-based game like XCOM, and I've run into an architectural problem that I haven't been able to solve for quite a long time. In my game, logic is completely separated from ...
Black Dice's user avatar
2 votes
1 answer
193 views

I'm trying to implement a mechanic in a turn based game, and deciding when in the turn order a status effect's duration gets decremented. Background: Game is turn based, where there are two opposing ...
user7888262's user avatar
6 votes
4 answers
728 views

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 ...
graveyard's user avatar
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1 answer
188 views

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 ...
user7888262's user avatar
1 vote
1 answer
3k views

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 ...
blue's user avatar
  • 13
2 votes
1 answer
407 views

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 ...
Frankie's user avatar
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4 votes
2 answers
1k views

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 ...
ireth92's user avatar
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1 vote
1 answer
615 views

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 ...
Kostej's user avatar
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1 answer
1k views

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 ...
lancen's user avatar
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2 votes
2 answers
407 views

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 ...
user7888262's user avatar
0 votes
1 answer
124 views

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 ...
theloneswiftman's user avatar
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1 answer
2k views

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 ...
Jeremy's user avatar
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0 answers
171 views

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 ...
Branson Boggia's user avatar
0 votes
1 answer
783 views

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 ...
omer simchoni's user avatar
1 vote
1 answer
1k views

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'...
butlersrevenge's user avatar
0 votes
2 answers
168 views

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 ...
Mehdi B's user avatar
1 vote
0 answers
686 views

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 ...
theJavaGuy's user avatar
0 votes
1 answer
1k views

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 ...
Toto's user avatar
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1 vote
2 answers
468 views

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
0 votes
1 answer
522 views

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 ...
Christopher's user avatar
6 votes
1 answer
1k views

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 ...
Fenja Louwrens's user avatar
0 votes
2 answers
576 views

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 ...
Dobromir Ivanov's user avatar
2 votes
2 answers
2k views

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 ...
entegra's user avatar
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4 votes
2 answers
565 views

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+move,...
Miliv's user avatar
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0 votes
1 answer
752 views

(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 ...
ctietze's user avatar
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3 votes
3 answers
400 views

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
3 answers
999 views

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 ...
Gistiv's user avatar
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1 vote
1 answer
196 views

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 if ...
Supreme Shrimp's user avatar
2 votes
1 answer
3k views

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. ...
DoubleVoid's user avatar
1 vote
2 answers
6k views

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 ...
kocourOggy's user avatar
1 vote
2 answers
360 views

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 ...
deadlypandaghost's user avatar
5 votes
5 answers
1k views

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 ...
Mr Crilly's user avatar
1 vote
1 answer
200 views

Battles in my game run fully automatically and return a combat log afterwards. My main game loop looks like this: ...
Iavra's user avatar
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1 vote
1 answer
172 views

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 ...
Dren's user avatar
  • 21
0 votes
1 answer
147 views

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 ...
Whyser's user avatar
  • 103
0 votes
1 answer
700 views

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 ...
Rufrage's user avatar
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0 votes
1 answer
3k views

I am creating a browser game that allows players to fight monsters using Nodejs, Socket.io and ...
Valamorde's user avatar
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4 votes
2 answers
2k views

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, ...
FFN's user avatar
  • 181
3 votes
1 answer
1k views

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
1 vote
1 answer
462 views

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 ...
never give's user avatar
0 votes
1 answer
875 views

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, ...
Misha Zelenskyy's user avatar
0 votes
1 answer
253 views

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 ...
Gerco Dries's user avatar
1 vote
1 answer
153 views

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, ...
Elliot JJ's user avatar
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0 votes
1 answer
106 views

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 ...
Frostless's user avatar
  • 113
2 votes
2 answers
184 views

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 ...
mpiekarz's user avatar
3 votes
2 answers
8k views

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 ...
ChibiNya's user avatar
  • 133
0 votes
1 answer
206 views

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 ...
Grefu's user avatar
  • 25
1 vote
1 answer
285 views

This is my Game-Board: -> The Red Balls are the AI-Controlled Actors. -> The Blue Balls are the Player-Controlled Actors. -> The Yellow Cells are the locations, from which the Red Balls can attack. -> ...
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