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Advance and Fire

Started by May 04, 2005 02:37 PM
13 comments, last by kingy 19 years, 8 months ago
Yes thats right, that was my experience of multiplayer Civ on this mode too. Frenzied clicking during warfare - trying to make sure its my cavalry that reaches the high ground and not the enemy. It was quite fun because my opponent didnt realise that it worked like this at first lol.
“If you try and please everyone, you won’t please anyone.”
Quote:
Original post by kingy
Yes thats right, that was my experience of multiplayer Civ on this mode too. Frenzied clicking during warfare - trying to make sure its my cavalry that reaches the high ground and not the enemy. It was quite fun because my opponent didnt realise that it worked like this at first lol.

Sounds terrible - if I want to play a click-fest type game, I'll go for an outright RTS like StarCraft. For a turn-based game, simultaneous turns probably work better on an order-phase/action-phase model - each player gives orders simultaneously, then all orders are executed simultaneously - obviously, you need some sort of conflict resolution in place if two units are both ordered to occupy the same location at the same time (or other "impossible" action). Smart implementation probably involves broadcasting the moves as they're entered to make more continuous use of bandwidth rather than having it spike at the end of the order phase - though you have to consider the effects of cancelling an order...
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You might want to check out Brigade E5 as a possible system to base your game on. There's a thread about it on the JA2 forums
here
. This uses an order-phase/action-phase model but instead of all the teams using a fixed action phase of say 10 seconds, the player can pause an change their units' orders at any time. It also has multiplayer I think.

Fulby
I am also contemplating developing a game with a similar concept. My main inspiration is Syndicate Wars by Bullfrog and Jagged Alliance 2 by Sirtech.

The game engine I intend to use to power the game is the Torque Game Engine in conjuction with the Torque Shader Engine and the Torque RTS Starter Kit so alot of the basic functionality is already builtin. Although I'm currently not much more the an ideas man I'm beginning to learn how to skin characters and GUIs, texture objects, and level design. Soon I will use the Hammer level editor in Halflife 2 to prototype levels for the game.

If you are still willing to develop your game concept let me know either by e-mailing me at King_James_I@Hotmail.com or posting on this thread. It would be great to collaborate with someone else with a similar goal.
Im actually still working on my game engine but Im thinking of going with my alien planet game idea first, which would be more rpg focussed, and then coming back to this idea after. Best of luck with your game :)
“If you try and please everyone, you won’t please anyone.”

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