Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Arena Multiplayer  (Read 2352 times)

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Arena Multiplayer
« Reply #15 on: July 17, 2012, 02:10:33 pm »

When I think of Dwarf Fortress multiplayer, I think of it this way. Every turn is... err 1000 frames or something, or standard speed at 1000. I have this speed, you have this speed, and for every turn, my speed sort of fills up this invisible progress bar to track when I can make a turn. This even works for players who have uneven speeds. Whoever gets to attack first during that turn, gets to. If the other player was trying to escape, but didn't earn first priority on that turn, then he gets attacked, then walks back. If he did, then he moves, the other player simply misses.
On cases with symptoms that have constant effects, like being winded, then again, use the 1000 frames per turn thing to determine when the player gets a minor speed reduction.

Oh yea, and the turns are timed too. If you don't move in 5-30 seconds (host's choice), then you skip that turn.

So... Final Fantasy? >_>

Matz05

  • Bay Watcher
    • View Profile
Re: Arena Multiplayer
« Reply #16 on: July 17, 2012, 11:14:25 pm »

I think you could just write a list of rules up:
Assign creatures, skills, items... a point value.
Pick starting points and points-per turn, turn length
Choose spawn zones
Each spawn stuff to limit in their zones
let simulate for X time period
each calls reinforcements
simulate more
etc.

Game ends in Y turns, winner is declared based on pre-defined criteria.
Logged

xoseph

  • Bay Watcher
    • View Profile
Re: Arena Multiplayer
« Reply #17 on: July 20, 2012, 06:23:38 am »

Game ends in Y turns, winner is declared based on pre-defined criteria.

Winner is declared based on who's not fokken dead!
Logged
Pages: 1 [2]