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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 want to create a client/server turned-based game where each player will have 5 seconds in order to play. If extends this time will be other player's turn to play. In order to do this, I have created ...
thp's user avatar
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10 votes
3 answers
4k views

So far the entity component systems I've used have worked mostly like Java's artemis: All data in components Stateless independent systems (at least to the degree that they don't require input on ...
Aeris130's user avatar
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I'd like to make a 2D game in Java using the Model-View-Controller (MVC) pattern, but I have some issues concerning the battles. There are two groups of characters in each battle: heroes and monsters....
user2336243's user avatar
2 votes
1 answer
4k views

I'm currently working on a minimax implementation for a game of checkers in C#. The minimax itself works fine if you ignore a few bugs I've yet to fix, but I'm having some problems finding a way I can ...
Noamyoungerm's user avatar
6 votes
2 answers
7k views

I am about to develop a web game that is similar to board games like Risk, and iOS games like Lux and Strategery. I am curious to know what the concept behind the AI for such games should be like. I ...
kcheng's user avatar
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1 vote
2 answers
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In a turn based game each player has a set of properties, e.g attack, defence, speed and these can all be used to work out who should go first and how much damage should be dealt. That all works fine, ...
roarster's user avatar
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1 answer
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The only games I've made have been the game loop variety. I'm just starting to think about building an online poker game where people could meet up in a lobby, etc. Cards seem event based... is the ...
Keith Myers's user avatar
2 votes
1 answer
1k views

I was wondering about the following: In a 2D turn-based strategy game (using some grid(i.e. tiles, isometric hexagons) as movement), what techniques do they use to determine where a character moves ...
Qqwy's user avatar
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20 votes
3 answers
9k views

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 ...
Apis Utilis's user avatar
2 votes
1 answer
828 views

So I'm developing an indie turn-based game for iOS and, in coding up a Game Center matchmaking class, I'm starting to question whether Game Center is even the best choice for what I want this game to ...
baptzmoffire's user avatar
1 vote
2 answers
505 views

Imagine the char below, a Spartan that in his turn attacks and in the opponent turn tris to block. What would be the logic behind the block process? I just don't want to rely generating random numbers ...
RollRoll's user avatar
  • 171
3 votes
1 answer
3k views

I'm designing a multiplayer turn-based game for Android (over 3g). I'm thinking the clients will send data to a central server over a socket or http, and receive data via GCM push messaging. I'd like ...
Chris's user avatar
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3 votes
2 answers
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I'm working on a strategy game. It's turn-based and card-based (think Dominion-style), done in a client, with eventual AI in the works. I've already implemented almost all of the game logic (methods ...
Djentleman's user avatar
2 votes
1 answer
4k views

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 ...
Mark Chapman's user avatar
4 votes
4 answers
5k views

My game will be a turn based game which will need a server gateway in order to send requests. What would be better for the server: using REST HTTP GET for making the requests? Or using WebSocket which ...
Rushino's user avatar
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3 votes
2 answers
10k views

I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" (...
jmosesman's user avatar
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0 votes
1 answer
604 views

I am working on a fast paced turn based game, each turn the player can move left, right or stay put and choose whether or not to fire. Each turn the shots move one block in the direction they are ...
AturSams's user avatar
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5 votes
1 answer
857 views

I have a game on the iOS App Store that uses Game Center for turn-based multiplayer (GKTurnBasedMatch). I recently updated the app with a new game mode and I had to change the network protocol for ...
rasmus's user avatar
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6 votes
2 answers
697 views

This is really a pacing question, but there's no tag for that: The general concept is that the players are working in a team and need to be able to react to eachother's movement and observations as ...
Rorrik's user avatar
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0 votes
1 answer
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I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a ...
GamersIncoming's user avatar
0 votes
3 answers
2k views

The picture above shows 2 players. Each containing 3 characters. I want to know how to make a Turn based event starting with player 1 alternating turns with player 2. And in every alternation each ...
Blue's user avatar
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1 vote
2 answers
3k views

I'm writing a very basic turn based strategy game which allows a player to select units and attack enemy units on their turn. The game is written in Java using the slick2d library and I plan to use ...
ddriver1's user avatar
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1 vote
2 answers
3k views

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 ...
Vittorio Romeo's user avatar
0 votes
1 answer
317 views

I'm trying to make a 2-player Connect 4 game, but I'm having trouble wrapping my head around some of the concepts related to incorporating event handlers while progressing with the game. On the one ...
Qaz's user avatar
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0 votes
1 answer
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This might well be a very dumb question, but here goes anyway, I'm planning my turn-based ios game center game, obviously I know I'll need 2 iDevices to test it on, but how would I test the online ...
Phil's user avatar
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1 vote
1 answer
944 views

I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular ...
Eduard Strehlau's user avatar
9 votes
1 answer
2k views

How do you handle the separation of animation from the world state within a turn based game? I'm working on a 2D grid based game currently. The below code is simplified to better explain. When an ...
mdkess's user avatar
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15 votes
3 answers
6k views

I'm working on a generic game server that manages games for an arbitrary number of TCP socket-networked clients playing a game. I have a 'design' hacked together with duct-tape that is working, but ...
Phrogz's user avatar
  • 288
5 votes
1 answer
376 views

I am working on an iOS turn-based client-server game and I am concerned with the reliability of the connection and the length of time it takes to establish the connection. The game is turn-based but ...
Jamornh's user avatar
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5 votes
3 answers
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I'm currently working on an iOS turn-based client-server game and I am concerned over later performance issues. How much data per message is too big? I am planning to use JSON to transfer data (and, ...
Jamornh's user avatar
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14 votes
1 answer
693 views

Game Center's GKTurnBasedMatch seems to provide a pretty robust service for handling turn-based games, and OpenFeint appears to have something similar. The problem is, I'd like something like this for ...
Jim's user avatar
  • 261
15 votes
6 answers
1k views

Consider a 2 x 2 grid of squares. A player can move onto a square if: no other player wants to move into the square next turn no other player has waited and is still occupying the square ...
t123's user avatar
  • 723
3 votes
2 answers
2k views

I'm writing a browser game in php and Sql. I'm also using Javascript - Ajax and Mysql. I'm stack on the battle system because I want to Synchronize the turns of the players in the battle. What I ...
tendril89's user avatar
6 votes
3 answers
5k views

Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to ...
Jan de Lange's user avatar
5 votes
2 answers
4k views

I am making a Final Fantasy-style battle system. I have a random generator that select the monsters move when it is their turn; different moves have different chances to be performed. I also have ...
Skeith's user avatar
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4 votes
3 answers
4k views

I'm controlling the main loop with Game States like in pseudo code below: ...
Saleh Al-Abbas's user avatar
3 votes
2 answers
2k views

1st Question is I want to write a board game for iOS and Android so I'm coming up with CoronaSDK and AirPlay. Since I have a mac, development platform is not an issue but the problem is which one ...
Devyn's user avatar
  • 223
3 votes
2 answers
225 views

I wish to do a turn based multiplayer game like Words with friends on the iphone. I would like to know the approach for the implementation to allow the user to continue games that are currently still ...
user avatar
7 votes
5 answers
2k views

What a title, eh? I'm currently designing a videogame; a turn-based RPG like Final Fantasy (because everybody knows Final Fantasy). It's a 2D sprite game. These are my ideas for combat: The player ...
IAE's user avatar
  • 829
13 votes
8 answers
3k views

Obviously, trying to apply the min-max algorithm on the complete tree of moves works only for small games (I apologize to all chess enthusiasts, by "small" I do not mean "simplistic"). For typical ...
Joh's user avatar
  • 283
9 votes
3 answers
6k views

I am currently programming an iPhone game and I would like to create an online multiplayer mode. In the future, this app will be port to Android devices, so I was wondering how to create the game-...
Cyril's user avatar
  • 233
18 votes
2 answers
25k views

Let's imagine game like Heroes of Might and Magic, or Master of Orion, or your turn-based game of choice. What is the game logic behind making next turn? Are there any materials or books to read about ...
Dvole's user avatar
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9 votes
4 answers
2k views

If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time ...
PrettyPrincessKitty FS's user avatar
4 votes
1 answer
2k views

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 ...
udurak's user avatar
  • 227
7 votes
4 answers
3k views

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 ...
jpbochi's user avatar
  • 211
40 votes
18 answers
17k views

Okay, this idea has come up for the 3rd time in conversation now, and it's been bugging me for years. The idea is a game where all players make decisions/issue orders to units while the game is in a ...
Robert Fraser's user avatar
22 votes
4 answers
2k views

I'm trying to figure out a good formula for determining a hit when the player attacks an enemy in a Roguelike. I'd like to come up with something simplistic but, still true to the way it's done in D&...
dontsellmydata's user avatar