Turn based gaming
by Gavin Beard · in Torque Game Engine · 05/16/2006 (12:30 am) · 8 replies
Hi All, i've had an indie license for Torque for sometime now but only now just getting round to looking at it. All i wanted to know really is if it is possible to do a turn based game with it? if so is there an example floating around or n e kind of tutorial?
Many Thanks
G*
Many Thanks
G*
#2
but i don't know of any examples.
edit:
a little server-side logic to restrict freedom of movement when it's not your turn.
eg, maybe you can look around, but not move.
or you can only move in a limited area.
05/28/2006 (10:07 am)
I don't see why it would be difficult,but i don't know of any examples.
edit:
a little server-side logic to restrict freedom of movement when it's not your turn.
eg, maybe you can look around, but not move.
or you can only move in a limited area.
#3
05/28/2006 (11:44 am)
Making the game play turn based is the easy part, there are examples in games being produced (or that I assume are turn based) like all the blogs Joshua Dallman has had up for Shelled lately. You can access a list of all the clients from the server at any time, so you just manage that for a turn system. I wrote a simple "turn based" setup for Lore a couple years ago, where people were ran one at a time in Olympic events while all the others on the server were placed in a holding area to watch. The most complicated part of a turn based game is going to be interface (depending on what kind of turn based game you mean) and AI if you're going to have that.
#4
05/28/2006 (11:54 am)
In my game I have many of the game objects (vehicles, some particle emitters, characters) freeze when the turn is not running: stuff like cameras and the sky remains real-time. Everyone submits their orders while the game is frozen. Each turn involves the game running as normal for one second, before freezing again. It needed some modification of the loops that process the object lists and apply time to them (in gameProcess.cc). There are some knock-on effects, for example decals needed to be changed so that they fade and disappear based on gametime rather than realtime.
#5
06/01/2006 (1:15 am)
I am also trying to make a turn based game. I know its possible to turn an AI bot into a player. Maybe you could turn the player into an AI bot for a period of time and go into observer mode while the turn battle is taking place? I dont know if that would work but if anyone has an idea on how to do that i would appreciate the input.
#6
06/01/2006 (2:26 am)
There's nothing special about AI "bots" and players. The AIPlayer is just an extended class of the normal Player class that has some extra functionality for AI-like things, such as telling it to move somewhere. There's no reason you can't have the client (the "player", not the Player class) control a bunch of AIPlayer classes manually.
#7
06/01/2006 (3:00 am)
Yeah it looks thats what im down to. I couldnt figure out how to get my player class to look a particular object so i changed it into an AI Player for more functionality. Thats a good idea though if you wanted a team of players. (never thought about that) Is that what they do in the RTS game?
#8
Can you explain more about what you did with freezing characters?
www.garagegames.com/mg/forums/result.thread.php?qt=32444
That may be just what i'm trying to do as read on this thread.
@everyone else
I use the AIPlayer class for my characters in battle, i needed the extra functions like setmovedestination and what not.
06/01/2006 (4:31 am)
@SamCan you explain more about what you did with freezing characters?
www.garagegames.com/mg/forums/result.thread.php?qt=32444
That may be just what i'm trying to do as read on this thread.
@everyone else
I use the AIPlayer class for my characters in battle, i needed the extra functions like setmovedestination and what not.
Torque Owner Dave Pare
i'd like to see it too.