#[Playtesters Wanted!] DOCTRINEERS- Turn Based Strategy
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The game is designed to be easy to pick up for even very new players, but have endless tactical and strategic depth, with a setup system which ensures no two games will ever be the same.
What does YAWC stand for?
"yet another wars clone"
ozkriff is correct
I've hooked up an interface for AIs to the game. Now all I have to do is write an AI, which should be trivial, right?
as far as "me not making typos" goes, it's regrettable that "action" and "auction" are both very appropriate to be used in similar places in my code and are one letter apart.
make a game about aษนctions
reading this as the ipa symbol and that is an unusual noise
out of curiousity, hows the networking in this set up? ๐ have wanted to write my own lil networked game for a while but been bouncing between options for a while and not settled on a single approach
works pretty well but it's bespoke to a turn based game
o? how's that ๐
TCPstream stuff built on top of the standard library, more responsive action-based games probably want to use UDP
ah i see ๐ makes sense, is it otherwise just basically serializing the gamestate and not like commands or anything like that?
a bit more complex than that, yeah
commands sent by the players are serialized to be commands on the server
but server response to client is a gamestate
ah i c, and the client just views the current state as given by the server i guess?
yep
there's some work behind the scenes to make sure the client sees only what it's supposed to see
i c ๐ any prediction or anything like that client side or is it just a simple "view current state" kind of thing?
no prediction, since it's turn based
there's pretty strict information segregation to avoid any kinds of errors
makes sense ๐ cool, thanks for answering my queries yes, good luck with your game 
ty, you also making a strategy game?
aye, i've got a turn based one (xcom-ish, but theme is south america with invading conquistadors) i've been working on on and off with a friend ๐
also native america lol, i meant south america ๐
yeah sure, i'm curious if nothing else 
so the game runs on its own thread and sends state changes out to hooked up local interfaces
you can have one of these be online
and it sends out changes through a TCP stream
the client has a thread spinning to just recieve communications through the TCPstream
in particular interfaces usually have cached views of the game so that they don't have to check over the internet/with the game thread to know the gamestate
in addition, changes which aren't seen by one player aren't pushed to that player to help conserve bandwidth
so is the setup is the same when running in SP? like one thread just happens to be the server sending messages to your client the same way a remote server would
yep
neat
it's neat because it works for everything
is there a lot of hookup when you add a new piece of state to be synchronized or do you have that fairly streamlined? ๐ค
pretty streamlined
i've got a replay/diff system to make things easier
basically the server sends the diff (basically the animation) alongside the new state
and the client pushes the animation and new state to its own replay
so i guess what you're calling a "cached view" here is like, the read only gamestate of sorts?
yeah but a bit more complicated
i've got a "Game" struct which is the canonical object containing all the information about the gamestatae
and the Game generates "GameView"s which contain only the information a certain player is priviliged to know
oh interesting ๐
ah right, a subset of the state i guess given what the player actually sees
of note the GameView contains a replay and the replay contains past gameviews which is a messy situation since I have to be careful not to have filesize blow up super-exponentially
i might need to fix my types
fun recursion 
hopefully it should not be recursive
hopefully not
i'll come back and pester you if i have more questions or if i actually get to work on my own setup
thanks again ๐
np
getting into the nitty gritty of actually writing AI code makes me want to do anything else
working on a bunch of UI/visibility stuff. surprisingly fun and gratifying
seeing progress is free dopamine
looking to get back into this soonish. priorities are moderninzing the lobby code to allow for a dedicated server and actually get a stable playerbase
@heady belfrycan I dm you? I'm working on a project similar to this myself and I've never done networking before. Would love some more insight into how you've set yours up!
go ahead, but my netcode is pretty ad-hoc
Hey remember this it's not dead i promise
between grad school and mystery hunt i've been underwater on work on this so i've got to get back to aformentioned lobby code
many strategy games are 4X games: "explore, expand, exploit, exterminate." project yawc is a "5Re" game: "retreat, regroup, reinforce, recon, retaliate"
Reminder! I need playtesters! If you want to playtest, please fill out this form:
[Playtesters Wanted!] Project YAWC - Turn Based Strategy
How much of a commitment do you need from testers?
as much or as little as you're comfortable with
just 1 or 2 multiplayer games is good
Multiplayer only though?
Yep
thinking of finally having a new, real name for this game
the one thing i am certain of is that i do not want "war" in the title
candidate 1: "enfiladiers"
pros:
unique! no hits on google for the term
i like the connotations of military strategy
cons:
sounds vaguely pretentious
not a real word
I fear some people will struggle to spell it
To me it has a kind of 19th century vibe, but the game itself looks more contemporary
i got campaign scripting working
Did some AI code. I now have a shitty AI.
yes this is still alive
it's actually so alive i don't have the time to post about it in here
Any screenshots?
here's a campaign map
demo build demo build demo build aaaaaaahhhhhhh
[Playtesters Wanted!] Doctrineers - Turn Based Strategy
[Playtesters Wanted!] DOCTRINEERS- Turn Based Strategy
this is extremely not dead it's just that as this project approaches kickstarter i have less bandwidth to shitpost about it here
PLAY THE DEMO: https://junkmail.itch.io/doctrineers-public-demo
BACK THE KICKSTARTER: https://www.kickstarter.com/activity?ref=user_menu
FOLLOW US: https://cohost.org/DOCTRINEERS