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.
147 questions
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Structuring Actions in Utility AI
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 ...
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How to Evaluate Chained Actions in Turn-Based AI Without Duplicating Logic?
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 ...
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How to Handle Complex Side Effects and Event Sequencing in a Turn-Based Game Like XCOM?
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 ...
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Status effect duration decrease in a turn-based game
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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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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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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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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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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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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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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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 ...
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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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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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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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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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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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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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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+move,...
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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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3
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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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3
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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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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 if ...
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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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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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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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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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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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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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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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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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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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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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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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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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1
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875
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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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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 ...
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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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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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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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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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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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Turn Based AI Algorithm (Small Board, Two Steps)
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.
-> ...