Skip to content

Simultaneous turn in a turn-based strategy game.

User Avatar
#32
Auto-translated
Armageddets
I wrote to Baratorch on his YouTube channel not too long ago regarding OH in SoD with an offer of money. But there has been silence in response until now. Therefore, we need to look for other people. And since WizarDX is supposedly going to redo the guild for HotA, the number of people who could handle this is dwindling. But I would also try to collect a sufficient amount of "gold" for SoD...

Sometimes it's easier to make something from scratch than to dig through the resources of a closed game. Write a Heroes game in something like Delphi and every schoolboy will be able to improve the game. At one time, I started making them; there are many developments from that time, but there isn't enough time to continue (possibly in the future). Plus, this wouldn't limit or delay the improvement of the game as a whole. But then there will be a problem with copyrights and more. Therefore, you shouldn't make a 1-to-1 game; take the Heroes mechanics, but make noticeable changes.

Here is a video from almost two years ago of those developments (although some things were finished afterward, bugs were fixed, a template editor was made, developments on conducting battles, and so on):
Video
Some developments
Armageddets

Sometimes it's easier to make something from scratch than to dig through the resources of a closed game. Write a Heroes game in something like Delphi and every schoolboy will be able to improve the game. At one time, I started making them; there are many developments from that time, but there isn't enough time to continue (possibly in the future). Plus, this wouldn't limit or delay the improvement of the game as a whole. But then there will be a problem with copyrights and more. Therefore, you shouldn't make a 1-to-1 game; take the Heroes mechanics, but make noticeable changes.
I'll speak as a programmer who not only works in an office but also writes online Preferans in his free time (essentially "ancient" Heroes with cards).
Writing from scratch takes oooooovery much time (I have free time here, but still, let's say divide the time by four if a person devotes all possible time to it). The game from idea to nearly finished implementation took six months, meaning a person would simply write it in, say, 2 [years] (I'm giving myself another 2 months for polishing).
But the idea can be transferred to Heroes 3. The idea is no different from Preferans — a web server is created that holds the game state, and then there are clients (browser, later mobile ones can be added, though that's harder due to the lack of a right mouse button).
What are the pros?
1. Simultaneous turns are implemented there with total ease.
2. Also, glitches where you sometimes can't see how an enemy hero moved or got stuck in an unknown place in the forest disappear.
3. Also, the need for HamACHI disappears since we have a regular browser and don't need

Moderated: PROFANITY in message

fuck around
with network emulation.
4. If the game previously crashed in an unknown place and then there was a debate over who was to blame and what to do (for example, during FB), here the state resides on the server; wait for players to reconnect and move forward again (even during a battle). Also, for judges, it's easy to just reveal the current state of affairs and they can make a decision simply by opening another tab and looking.
Cons? I don't see any cons. Maybe someone will suggest some.
Now for the difficulties.
1. Unlike Preferans, where I simply took the client part from http://www.brainjar.com/css/cards/demo.html for example, here (I couldn't find the link where I got my cards), in Heroes there is

Moderated: PROFANITY in message

a fucking
huge amount of work in transferring all the graphics to the browser. Perhaps, at first, there will just be non-animated images that move along lines. Theoretically, I think it's possible to make all animations, but for me, it's all complicated; I am more of a server-side programmer.
2. There are significantly more rules and peculiarities in Heroes, so there's more logic, more states, and more checks. Errors in calculations or state transitions are possible. And someone has to find them (players, for example). Though, this is simply a question of more time.
3. AI. In Preferans, players sit at the table and make all possible changes through their actions. In Heroes, AI is needed. And here there are also two questions — either port the AI from SOD with its peculiarities (which is damn hard and hardly 100% possible), or write your own, from wildly stupid to perhaps even smarter than the current one over time.

If I were doing this, I would probably do it in three stages, each of which would be the next level of development.
1. A game like the Polish arena. Immediately create the battlefield, define the creatures and their peculiarities, skills that affect the battle, then players choose their factions, and instead of running around with a rusty dragon on fast roads, they generate a hero using buttons. And they enter battle immediately.
2. The next step of development. Write AI for groups of identical monsters. And make it possible to play templates without computers (JC, 2sm, Anarchy). There isn't much work on top of that; it's mostly monotonous, the difficulty being the generator.
3. Finally, add the ability to play with computers and write AI. Then we finally have a full-fledged replacement for Heroes.

In general, that's it. Regarding money — hardly anyone would sign up for such a chunk of work for pennies, because you would realistically need to keep a person on a programmer's salary. And it's unlikely that every interested party would be ready to chip in several thousand dollars a month. And you'd probably need at least two — one who knows how to work with graphics and CSS, and another to write the server).

That's about it.
Мой любимьій размер - тройка. Будь то конса, утопа или сиськи
ICQ:5676388