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ProxatorDesign

Member Since 01 Jul 2012
Offline Last Active Aug 15 2012 02:54 AM

Topics I've Started

Turn based strategy region attacking issues

09 August 2012 - 07:27 PM

So in my turn-based game, I use a list for each region that defines what regions are adjacent. I also define a variable that determines whether or not a region is friendly/unoccupied or hostile. But whenever the army in question moves into a hostile region with a hostile army, the combat mechanic I had as a placeholder dosen't fire. The army just moves right in the region without either army being destroyed. Here is the script I am using.

{
//Checks if the region is highlighted and therefore a region that can be moved into and does combat checks
if self.visible=1 then
{
    {
    //Am I a baddie?
    if self.ishostile=0 then
    {
    //Moves army since there is no enemy to be found
    global.selected.x=self.x
    global.selected.y=self.y
    }
    else
    {
    //Begins combat calculations
    var combatcalc;
    combatcalc=random(1);
        if combatcalc=1 then
        {
        //You lose! haha!
        with(global.selected) {
        instance_destroy();
        }
        }
        else
        {
        //Win
        with(self.garrison) {
        instance_destroy();
        }
        self.garrison=global.selected.id;
        global.selected.x=self.x
        global.selected.y=self.y
        ishostile=0;
        }
    }
}
//Now we dehighlight the regions already highlighted
var adjRegions;
var highregion;
adjRegions = global.selected.region.adjacentRegions //just to make the variable shoter for the rest of the code
for(i=0; i<ds_list_size(adjRegions); i+=1){
    highregion=ds_list_find_value(adjRegions, i)
    highregion.visible=0
    }
    //Tells the new region that I now control it and ends this unit's turn
    global.selected.region=self.id
    global.selected.lastturn=global.selected.lastturn+1;
    global.selected=0;
    global.havegone=global.havegone+1;
}
else
{
exit
}
}

Turn-based mechanic without grids

26 July 2012 - 07:03 AM

Ok, here's the dealio

Me and 2 others are currently working on a game project. It's a turn-based strategy game that will be similar in scope to how Hearts of Iron works. The map will be divided into several regions and armies can only move to an adjacent region once per turn. Only problem is, we've tried almost anything we can think of in terms of how to implement this. Ranging from treating the regions as objects and going from there(that got messy really quick), to using arrays to define regions.

I'm not asking anyone to do this for me, I just need some advice from people who might have done this before to what they did to get their guys moving and getting the turn system to work. We can handle AI (as painful as it will be)

Many thanks!
ProxatorDesign