Simultanéité dans les jeux 4X: II. Combat

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

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