Turn Based Implementation
Posted: Mon Feb 19, 2024 4:51 pm
Hey there,
I had a quick question after playing your demo. I have a game I'm working on that uses turns/time blocks vs an actual running clock. I wanted to ask if there was any underlying engine design that relies strongly on that which would make it challenging to integrate with such a system. From what I could tell Intrigues itself doesn't have any concept of "turns" so at first glance I assume the intended approach we should take in this situation is to wire Intrigues into the turn based system and remove any concept of "time" from Intrigues, does that sound correct? It doesn't sound hard to me in theory, but I'm not sure the impact this would have on things like scheme designs, etc. which is why I wanted to ask this question.
I had a quick question after playing your demo. I have a game I'm working on that uses turns/time blocks vs an actual running clock. I wanted to ask if there was any underlying engine design that relies strongly on that which would make it challenging to integrate with such a system. From what I could tell Intrigues itself doesn't have any concept of "turns" so at first glance I assume the intended approach we should take in this situation is to wire Intrigues into the turn based system and remove any concept of "time" from Intrigues, does that sound correct? It doesn't sound hard to me in theory, but I'm not sure the impact this would have on things like scheme designs, etc. which is why I wanted to ask this question.