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Questions tagged [turn-based-strategy]

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I started creating a Vue3 version of the classic Sid Meier game Colonization. I have the basic player mechanics in place and even created a map editor. So I have 3 of the 4X in place: Explore, Expand ...
Thomas's user avatar
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Which artificial intelligence architecture will work best in a turn-based strategy game. It is similar to the games from the Europe Universalis series. In the game it is possible to: create trade ...
twi's user avatar
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I have this question since a while now. In a TRPG game like Fire Emblem or Advanced Wars (or even in something simpler like a chess game) with tiles and units, you need to store where each unit is in ...
STK Oscar's user avatar
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I'm not entirely sure this is the right place since all I see is coding questions, but I'll ask anyway in the hopes that someone can answer or point me in the right direction. I've been developing a ...
Jakob Glantz's user avatar
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1 answer
384 views

My current AI system uses the now very common utility AI. I generate a list of possible actions, I then calculate fitness score for each action and generate a list of possible chains of actions (Move >...
waxx's user avatar
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2 answers
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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
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3 votes
3 answers
402 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
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
6 votes
1 answer
722 views

I'm working on a game similar to the web game Utopia, insofar as players have a number of units with different values for attack and defense. Question: how do I distribute damage across units when a ...
ashes999's user avatar
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68 votes
15 answers
13k views

I'm designing a turn based game in which players profit from buying, transporting, and selling resources. Each turn, the map has to produce a certain number of resources and different locations, and ...
Thomas's user avatar
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2 votes
2 answers
4k views

I have been working on a game for a while now, and it is going to be a TBS(Turn based strategy) in space. And now I have come to the point where I am creating an AI for the game. I have no experience ...
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3 votes
2 answers
2k views

The two most common types are using hexagons and squares. My question is rather concerned with game design. Why are specifically those two found so often? What are disadvantages that speak against ...
ClassicEndingMusic's user avatar
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2 answers
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I have made a Fire Emblem/Advance Wars like game, and I was wondering if there are any particular techniques in the AI's in those games. I was wondering how to let the AI make the best decisions. I ...
RayShawnOfNapalm's user avatar
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Can you create a viable two player turn-based networking implementation using only REST API for outbound and push for inbound data? If a game is comprised of, on average, 30 moves, is it a bad idea to ...
greenland's user avatar
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6 votes
3 answers
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I am working on the ai for a turn based game. To illustrate my problem this are the simplified rules of the game: The game takes place on a tiled map with obstacles (black quads) like this: The ...
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1 vote
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700 views

I'm quite new in video game AI, and I'm trying to design an AI for a turn based game. The rules are simple: The battle field is represented by an NxM board. The game is between two team, each team ...
GGC's user avatar
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2 votes
1 answer
119 views

I have a cube, it is made up of smaller cubes each making the big cube 8x8x8. The cube is the map. The player of the game needs to be able to appraise the entire map and understand it without having ...
ruckus's user avatar
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481 views

We're developing a mobile endless runner game, on Unity3d where you can challenge your Facebook friends. The only interaction between the players is the challenge - one player challenges the other, ...
Matías González's user avatar
5 votes
1 answer
816 views

I'm planning to make a turn-based fleet battle game. While I think I can figure out most of the things I need, I have no idea about the AI handling this sort of game. I need some general direction ...
Aron0621's user avatar
-1 votes
1 answer
427 views

I want to create a AI for chess like game. Could anyone point me to sources of information what should I know before implementing anything like that. Some details about the game. There are 5 figures ...
Martynas Jurkus's user avatar
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1 answer
1k views

I am working on a turn based game that utilizes the model, view, controller design pattern to separate logic from input from rendering. I am still a little new to the pattern, but from my ...
MrJman006's user avatar
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4 votes
1 answer
1k views

I am trying to implement a replay/undo system for a turn based strategy game I am currently working on. A sample move could go as follows: ...
MrJman006's user avatar
  • 197
3 votes
3 answers
1k views

I've recently started working on a turn based strategy game much like games from the Fire Emblem or Final Fantasy Tactics series. However, I'm running into a few problems concerning the storage of the ...
RauTheLegendary's user avatar
3 votes
3 answers
719 views

Turn based games sometimes have different win conditions for different maps and mission. For example, control some structure for X turns, last X turns without losing a single soldier. They usually ...
MrJman006's user avatar
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0 votes
1 answer
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I'm intermediate in Java but novice in everything which is on the server-side. I've set myself a task to rewrite an old game, so learning Java is more fun. It is a space turn-based strategy. The ...
Zmur's user avatar
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8 votes
2 answers
6k views

I am trying to achieve the hexagon contour look you find in Civilization V: I want to outline the area a unit can move to on a hexagon grid, so far I can get a list of all the tiles a unit can move to ...
Perky's user avatar
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5 votes
2 answers
465 views

How do you motivate players to be content with randomly selected roles that are often complex to play and differ drastically in playstyle (AND to stick around till the end of game)? Some background: ...
Crosscounter's user avatar
0 votes
1 answer
969 views

I am developing an TBS (turn based strategy) game. I have created a simple canvas renderer to render hexagonial map. I already implemented scrolling on the map. My current problem is that I want to ...
Luketep's user avatar
0 votes
3 answers
3k views

Main question How would I go about getting a movement system similar to the one they have in Mario Party only minus the dice roll? Things I have researched I have been studying the uses for ****...
john smith's user avatar
40 votes
9 answers
8k views

I played a lot of different 4X games lately (eXplore, eXpand, eXploit, eXterminate, like the Civilization series, for example), and noticed that most of them suffer from the same problem: As soon as ...
Philipp's user avatar
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7 votes
4 answers
6k views

I'm trying to write an AI for a tactics game in the vein of Final Fantasy Tactics or Vandal Hearts. I can't change the game rules in any way, only upgrade the AI. I have experience programming AI for ...
Adam M.'s user avatar
  • 171
2 votes
1 answer
899 views

I have a turn based combat system where all monsters act one turn, then all players, etc. The combat mechanics are completely deterministic - I can pre-calculate the outcome of a turn. I'm interested ...
Alex Stone's user avatar
4 votes
2 answers
989 views

I have a turn-based strategy game which already has a multiplayer server/client layer that works fine on local network (where one server is set up and players connect to it). I would like to extend ...
Pavel's user avatar
  • 43
4 votes
1 answer
3k views

I'm making a TBS using a hex grid. Player can move units from one hex to another using bridges, which will be randomly generated. I'm using cubic and axial coordinate system for my grid, it's well ...
edwing's user avatar
  • 125
10 votes
3 answers
7k views

I'm having issues coming up with a specific search term for this, but how would one go about finding the possible moves in a 2D turn-based strategy game (i.e. FF:Tactics, Fire Emblem, Advance Wars). I'...
NRaf's user avatar
  • 203
3 votes
1 answer
571 views

I know just enough about programming to be dangerous, so please be gentle. I've created and released few simple apps for android and do some powershell scripting at work, but that's about the extent ...
user548369's user avatar
5 votes
1 answer
890 views

I'm working on the server side of a turn-based strategy game. The game has a really complex combat system, like: When you are hit, you summon a phoenix to attack the enemy that deals X damage, and ...
Peter Ren's user avatar
  • 103
12 votes
4 answers
3k views

I'm interested in how strategic AI engines work, e.g. how to evaluate where to place troops in a turnbased strategy game etc. I do get how goal based AI works, and I guess that is a good approach to ...
Roger Alsing's user avatar
0 votes
2 answers
160 views

I'm developing a football management game. It is to be browser based. For the moment a turn based strategy that in the future I'd like to develop with more javascript interactivity. I am competent ...
EnglishAdam's user avatar
2 votes
2 answers
511 views

Im programming on a turn based war-game for some years now (along with the engine) and Im having quite a hard time at figuring out what the games server architecture should look like, since most game ...
SkeletorFromEterenia's user avatar
2 votes
1 answer
408 views

I'm writing a basic Turn-Based Strategy game using Unity3D. It's not grid-based. I've come to the point where I'm coding unit movement, and I'm having trouble figuring out how far to move the units ...
Wackidev's user avatar
  • 499
7 votes
2 answers
3k views

I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling ...
Reefpirate's user avatar
26 votes
2 answers
28k views

I'm doing some research for a turn-based Strategy game project and looking for good resources on this topic. The game is a typical war game where countries can fight each other, deploy units and have ...
BadmintonCat's user avatar
4 votes
1 answer
1k views

I am developing a turn based political/military strategy game similar to the DOS game Conflict. I have my game design document completed, but I'm having trouble actually putting together the logic of ...
CamelBlues's user avatar
6 votes
1 answer
5k views

Possible Duplicate: How to implement turn-based game engine? I am considering making a game like Master of Orion but I don't know how to start with turn-based systems. If any of you played this ...
Dvole's user avatar
  • 1,875
15 votes
3 answers
1k views

I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set ...
kaoD's user avatar
  • 1,935
5 votes
3 answers
2k views

I am making a turn based game with tiles, much like Final Fantasy Tactics. I am trying to develop an algorithm for mapping out a list of available tiles to walk on. So for example, I am at (0,0) and ...
f20k's user avatar
  • 1,057
6 votes
3 answers
1k views

Take this example, a player has a sword composed of the handle and a blade. Together, they generate a strength of X and that combination adds qualitative attributes (induce more damage to fire ...
Pran's user avatar
  • 381
10 votes
6 answers
1k views

TL;DR: How do you design a ruleset for a Civ-style TBS game that prevents city smallpox from being a profitable or viable strategy? Long version: Civ-style games are pretty great. Bringing a ...
Williham Totland's user avatar