#[Playtesters Wanted!] DOCTRINEERS- Turn Based Strategy

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heady belfry
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A turn-based strategy game made in ggez. Currently features networked play and is in a closed alpha state.

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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.

copper quiver
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What does YAWC stand for?

warm turret
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"yet another wars clone"

heady belfry
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ozkriff is correct

heady belfry
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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?

heady belfry
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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.

gaunt shoal
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make a game about aษนctions

heady belfry
gentle verge
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out of curiousity, hows the networking in this set up? ๐Ÿ‘€ 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

heady belfry
gentle verge
heady belfry
gentle verge
heady belfry
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a bit more complex than that, yeah

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commands sent by the players are serialized to be commands on the server

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but server response to client is a gamestate

gentle verge
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ah i c, and the client just views the current state as given by the server i guess?

heady belfry
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yep

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there's some work behind the scenes to make sure the client sees only what it's supposed to see

gentle verge
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i c ๐Ÿ‘€ any prediction or anything like that client side or is it just a simple "view current state" kind of thing?

heady belfry
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no prediction, since it's turn based

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there's pretty strict information segregation to avoid any kinds of errors

gentle verge
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makes sense ๐Ÿ‘€ cool, thanks for answering my queries yes, good luck with your game dogekek

heady belfry
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ty, you also making a strategy game?

gentle verge
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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 ๐Ÿ‘€

heady belfry
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this setup might work for you then

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i can share more code details if you'd like

gentle verge
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also native america lol, i meant south america ๐Ÿ’€

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yeah sure, i'm curious if nothing else dogekek

heady belfry
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so the game runs on its own thread and sends state changes out to hooked up local interfaces

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you can have one of these be online

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and it sends out changes through a TCP stream

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the client has a thread spinning to just recieve communications through the TCPstream

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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

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in addition, changes which aren't seen by one player aren't pushed to that player to help conserve bandwidth

gentle verge
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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

heady belfry
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yep

gentle verge
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neat

heady belfry
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it's neat because it works for everything

gentle verge
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is there a lot of hookup when you add a new piece of state to be synchronized or do you have that fairly streamlined? ๐Ÿค”

heady belfry
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pretty streamlined

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i've got a replay/diff system to make things easier

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basically the server sends the diff (basically the animation) alongside the new state

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and the client pushes the animation and new state to its own replay

gentle verge
heady belfry
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yeah but a bit more complicated

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i've got a "Game" struct which is the canonical object containing all the information about the gamestatae

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and the Game generates "GameView"s which contain only the information a certain player is priviliged to know

gentle verge
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oh interesting ๐Ÿ‘€

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ah right, a subset of the state i guess given what the player actually sees

heady belfry
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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

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i might need to fix my types

gentle verge
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fun recursion KEKW

heady belfry
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hopefully it should not be recursive

gentle verge
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hopefully not KEKW i'll come back and pester you if i have more questions or if i actually get to work on my own setup

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thanks again ๐Ÿ‘€

heady belfry
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np

heady belfry
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getting into the nitty gritty of actually writing AI code makes me want to do anything else

heady belfry
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working on a bunch of UI/visibility stuff. surprisingly fun and gratifying

gentle verge
heady belfry
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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

lime marsh
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@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!

heady belfry
heady belfry
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Hey remember this it's not dead i promise

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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

heady belfry
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many strategy games are 4X games: "explore, expand, exploit, exterminate." project yawc is a "5Re" game: "retreat, regroup, reinforce, recon, retaliate"

heady belfry
heady belfry
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[Playtesters Wanted!] Project YAWC - Turn Based Strategy

copper quiver
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How much of a commitment do you need from testers?

heady belfry
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as much or as little as you're comfortable with

heady belfry
copper quiver
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Multiplayer only though?

heady belfry
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Yep

heady belfry
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thinking of finally having a new, real name for this game

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the one thing i am certain of is that i do not want "war" in the title

heady belfry
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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

copper quiver
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I fear some people will struggle to spell it

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To me it has a kind of 19th century vibe, but the game itself looks more contemporary

heady belfry
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i got campaign scripting working

heady belfry
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Did some AI code. I now have a shitty AI.

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yes this is still alive

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it's actually so alive i don't have the time to post about it in here

near dawn
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Any screenshots?

heady belfry
heady belfry
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demo build demo build demo build aaaaaaahhhhhhh

heady belfry
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demo build

heady belfry
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[Playtesters Wanted!] Doctrineers - Turn Based Strategy

heady belfry
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[Playtesters Wanted!] DOCTRINEERS- Turn Based Strategy

heady belfry
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this is extremely not dead it's just that as this project approaches kickstarter i have less bandwidth to shitpost about it here

heady belfry
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KICKSTARTER IS LIVE