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Turn-based gameplay?


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suzette
Junior Member
Join Date: Feb 2007
Old 02-21-2007 , 03:52   Turn-based gameplay?
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Is there any plugin--or is it possible to make a plugin--with which gameplay changes from the current real-time gameplay to turn-based gameplay?

I've sketched out a couple of basic scenarios under which this could work.

1) The idea is that each player would choose his move for that turn, press a key for "ready" or "done," and then each player would move simultaneously.

So, you could say you want to move foreword and jump. Simultaneously, your opponent draws a knife. Next turn, you draw your knife, you come falling down on your opponent, and your opponent stabs you.

2) Or, instead of each player declaring when he's done, turns could end automatically after a set time. Say, every three seconds.

Under this scenario, you move foreword and jump. Simultaneously, your opponent draws a knife. Next turn, you fall down on to your opponent and draw your knife. However, he doesn't react within the three second time limit, giving you time to stab at the start of the next turn.

Gameplay could have a stop/start feel to it with semi-real-time turn-based gameplay. This actually would not be hard to implement if you just applied a start/stop concept: Just pause the game for three seconds, displaying a countdown timer, and then unpause it for something like ten milliseconds. The player would have that paused time to hold down whatever button or buttons to execute his chosen move.

This start/stop concept would also have the advantage that it may be possible to play against bots.

Ideally, though, moves should be "toggled" on and off in the time between turns. Either through a menu interface or automatically as key presses are entered. So, pressing "w" would toggle on "move foreword" and pressing "space" after that would also toggle on "jump," so your move for that turn would be "move foreword and jump."

With a fully-implemented turn-based system, Counter Strike gameplay would no longer rely on reflexes. It would become a true game of strategy.

If you could imagine adding a percentage-based hit system on top of this--so, you line up your shot, and then you have a certain percent-chance to hit based upon various factors such as distance and position--it could be just like X-Com or Silent Storm.

A turn-based system could also--depending on the exact implementation--give a player a lot more time to think about what he's going to do before acting, and to use alternative control schemes that would otherwise put the player at a significant disadvantage.
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nordy
Senior Member
Join Date: Apr 2006
Location: Latvia
Old 03-02-2007 , 07:13   Re: Turn-based gameplay?
Reply With Quote #2

for what you need this??? for retarded people?
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PureSpider
Senior Member
Join Date: Aug 2006
Old 03-03-2007 , 06:53   Re: Turn-based gameplay?
Reply With Quote #3

I'd really love to see this plugin man!
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