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Advice on creating a simple turn based "engine"?
#1
Posted 02 February 2016 - 07:24 PM
I would like to create a small turn based game. As in: The player moves one time and then each enemy can move one time. (Or in the case of a very fast enemy perhaps 2 times, or .5 for a slow enemy.) I am very new to robotic and coding/scripting in general and have some rough ideas on how to do this from viewing the video tutorials and looking at some of the existing games and the encyclopedia - that said, I wanted to get ideas from people who may have done some work in robotic in the past decade - or more recently than those encyclopedias at least!
Or, if anyone knows of a good existing game with something similar - I'd like to hear about that too. I am taking a peek at Depot Dungeons but it is so complex! Maybe I'll step away for a bit and come back and look at it with fresh eyes. Thanks in advance!
#2
Posted 02 February 2016 - 07:53 PM
Some quick thoughts:
1)the commands "lockplayer" "lockplayer ns" "lockplayer ew" "lockplayer attack" and "unlockplayer" can remove various movement from the built in player character. The first one removes all movement from the player, the last one of course, restores it.
2)I would probably stick to using the built in player character if you can, it will make designing the game much easier and since you are a beginner that will be a plus. Although you would have more optional control with a player controlled robot acting as the player character it probably isn't necessary.
3)You cannot take away movement from built in enemies unless you were tricky and used a command like "freezetime for 1" running in a loop and used the global robot to move the player. Robotic enemies you design yourself would be far easier though.
4)open help with F1 and look for "robotic reference manual" this is invaluable to beginners, most especially the "command reference" section. I suggest reading this whole section to see what you can do. If a command interests you set up a test to see what it does. Heck I still go through this to remember things I've forgotten.
That's all for now. My lunch break is over. Feel free to ask if anything does not make sense.
1)the commands "lockplayer" "lockplayer ns" "lockplayer ew" "lockplayer attack" and "unlockplayer" can remove various movement from the built in player character. The first one removes all movement from the player, the last one of course, restores it.
2)I would probably stick to using the built in player character if you can, it will make designing the game much easier and since you are a beginner that will be a plus. Although you would have more optional control with a player controlled robot acting as the player character it probably isn't necessary.
3)You cannot take away movement from built in enemies unless you were tricky and used a command like "freezetime for 1" running in a loop and used the global robot to move the player. Robotic enemies you design yourself would be far easier though.
4)open help with F1 and look for "robotic reference manual" this is invaluable to beginners, most especially the "command reference" section. I suggest reading this whole section to see what you can do. If a command interests you set up a test to see what it does. Heck I still go through this to remember things I've forgotten.
That's all for now. My lunch break is over. Feel free to ask if anything does not make sense.
This post has been edited by Graham: 02 February 2016 - 08:19 PM
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
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