Game Development Community

Would T2D Be Good For Turn Based Strategy?

by Harry Durnan · in Torque 2D Beginner · 12/04/2016 (5:40 pm) · 5 replies

Hello,

Just curious if anyone has used this to do any sort of turn based strategy games - along the lines of an XCom or Gold Box D&D? I want to do a game with a combat system in this style, and I used the old TGB previously and liked the scripting engine. Unity has some turn based tool kits available, but I'm not as big a fan of their engine. If anyone has done this, how big of a pain in the butt was it? Any advice for someone looking to tackle a game in this style?

#1
12/05/2016 (11:03 am)
Quote:Just curious if anyone has used this to do any sort of turn based strategy games
Yes, lost of people.

Quote:If anyone has done this, how big of a pain in the butt was it?
When I prototyped a classic, turn-based RPG (a la Breath of Fire 2), the turn-based portion of the prototype was actually the easiest part for me to implement.

Without knowing more details on your project, some general tips would be:

* Do not use Box2D rigidbody physics
* Implement some kind of schedule manager, so you can track and toggle any timers you have running
* Manage your ActionMaps carefully
* Prototype a simple scenario in TorqueScript first
#2
02/05/2017 (11:28 am)
Mich,
Why not use Box2D physics? Can't the physics be paused?
#3
02/06/2017 (2:08 pm)
@Demolishun - When I posted, for some reason I was under the assumption that he was talking about multiplayer, turn-based game play. If it's just single player, then pausing and unpausing the physics might work. Again, can't say for sure without more game details.
#4
02/07/2017 (6:52 pm)
I was thinking of using box2d stuff as some sort of window dressing for the background of a battle scene. I am thinking of games on the NES that had battle modes that were separate from the actual movement of the character. Where there would be hack n slash animations. One question: Can some physics stuff be suspended while others continue? So on a map the physics could be paused (if used) and other physics can proceed?
#5
02/08/2017 (1:21 pm)
Your scenario is a little confusing to me Demolishun. You can pause the entire physics simulation, which affects every game object. You can also change the body type on an individual object, which affects how it acts in the physics simulation. Read through the Physics Guide to see if your scenario is plausible.