Kazuato's Recent Forum Activity

  • I was expecting difficulty, given the specifics of the build i didn't think anyone would be able to give a "do this that and this" answer, i was expecting replies like these, that give me the general idea and i'd have to build on top, which is what i've gotten, it still seems like a daunting aspect, but i'm pretty sure i understand what i've gotta do now, at least enough to get started, currently im experimenting with pathfinding to control the movements of a character based on two stats (taste&inventory) at the start of the layout taste is designated 0 or 1 and the character chooses its food based on that number, when the inventory reaches its capacity, the character heads back to his starting point, i started this test out after reading the initial response from nimos, using a crude stat system to give the character its motive, i'm going to continue to build upon this and the other tips and info from both replies, thank you both for the help so far, i at least have an idea of how to move forward with this now.

  • Hi, had pretty speedy results last time i posted here so I'm gonna make use of the community more often, I'm building a game, it's essentially M.U.L.E. (for those of you that know the game) but customized to specifically reflect the town in which we live, anyway, most aspects are running smoothly and are relatively easy to program, what i am struggling with, mainly because of the absence of the other programmer, I'm left to teach myself how to get the enemy players to do what they need to do each turn alongside the player, I've programmed enemies in other games that simply attack the player or chase the player whilst firing at them, I've also done classic platform enemy movements, but this is different to anything i have experience with, essentially the turns go like this:

    -players take turns to choose a plot of land

    -player, and enemies, then go and fetch "mule" and choose which resource it will carry

    -players then take their chosen "mule" to their plot of land where the "mule" will produce the chosen resource

    -players then go and end their turns by going to the pub, where the remaining time is converted into a reward for the players

    -next the players' plots of land produce resources the players can use in the next stage of the turn

    -the players now head into the commerce stage, where each players can sell excess and buy needed resources to each other

    -at the end of the commerce stage random events trigger that can both benefit and hinder the players

    -The turn then ends and the sequence starts again beginning with plot choice

    what i need help with is programming the enemy players so that each turn they choose their land and buy their resources and participate in the auctions, now, it's easy enough to make them do this stuff in sequence, what i dont know how I'm going to do, is get the enemies doing this by their own choice sort of thing, a reeeeally primitive AI, so they buy relevant resources when they need them and to sell or buy resources intelligently, this is essential because if the enemies just do the same thing every turn, the player will face no challenge and after playing the game once, they'll know what is coming every time and therefore would have no interest in playing a second time, and obviously, as game designers pouring our time and effort into building a game, we want people to enjoy our game enough to play again and again, any help will be greatly appreciated, thank you.

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  • Basically the main thing is simply to make sure that things only happen for a given player or AI at a given time. Which sounds logic obviously

    What you can do to control it is simply to make a Variable that keeping track of who's turn it is and make sure that its a condition all the places where its needed. When that player / AI is done you just change the variable to the next turn and so forth.

    Using lots of Functions would be a good idea (in general its a good idea) But what they allow you to do, is to call the function with different variables. In which the Variable that keeps track of who's turn it is could be one of them. That way you can reuse pretty much all the code for both player and all the AIs, if they are suppose to be the same.

    There ain't really a huge difference besides the above mentioned when it comes to a turn based game and a non turn based. Even in real time games things happens in turns, they are just so fast that you don't really notice it.

    Meaning all units in a real time game doesn't reacted at the same time, they simply appears to.

    Thank you, now you've explained it I can't believe I hadn't worked it out yet, I use plenty of functions already, but I don't often make use of the variables, gonna go into the project and start working again now, thank you for this explanation my dude.

  • Hi, new to the forums, so new in fact that this is my first post, I'm kinda new to construct 2 as well but I have confidence in my abilities, I've made a few basic games that can be found on my itch.io page.

    So I've been working on a game with a small team, which brings me to my point, the game we're building is a remake of an old game called M.U.L.E, which, as some of you may know, was recently (ish) remade and released as M.U.L.E Returns, our version is based around our hometown and is being built to teach people about the many events that happen in Hastings throughout the year, the problem we have, is that I'm the main programmer for the team and I have no experience with building turn based games, so my question is this, how do I program a turn based game with 4 players each having their own turn, 3 of the 4 are NPC's and will need to be programmed to play the game well enough to make it challenging enough to keep the player engaged, but that's a different problem for a later stage, what i need now is help understanding how turns work and how to make them happen.

    Any help will be greatly appreciated, and credited too.

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Kazuato

Member since 22 May, 2017

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