Notre première tentative de construire un système de combat intéressant était une tentative naïve d’émuler le système de Civilization 5/6, également connu sous le nom de système “une unité par case” (abrégé 1UPT, de l’anglais one unit per tile), et de voir si nous pouvions
Tag: simultaneity
Simultaneity in 4X games: II. Combat
Our first attempt at building an interesting combat system was a naïve try to emulate the Civilization 5/6 system, also known as the “one unit per tile” system (abbreviated 1UPT), and figure out if we could slap
Simultaneity in 4X games: I. Movement
There are several reasons why 4X strategy games are, more often than not, turn-based. First of all, let’s be honest, it is a lot simpler to code for multiplayer when time isn’t freely flowing: there is mostly no need for live synchronization between local and server environments, and ping is never an issue (that is A LOT of work that can just be skipped). Second, there are many gameplay advantages, the most prominent of which