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Questions tagged [strategy]

A genre of video games that involve skilful thinking and planning in order to achieve victory.

1 vote
2 answers
302 views

I'm developing a 2D grand strategy game in the style of Age of History and Paradox games using Godot v4. My current map creation method involves creating a background PNG image of the world map with ...
Арсен Исаченко's user avatar
0 votes
0 answers
91 views

I have a working P2P non real time (think Civ 5) multiplayer strategy game using deterministic lockstep for the game model, but lag can really cause inconvenience. To clarify, units don't move in real ...
Leon Frickenschmidt's user avatar
0 votes
1 answer
136 views

I'm working on RTS game and got stuck on a pretty simple question I think, but I'm not skilled enough to find the proper answer. I don't want to use Unity built-in physics to do the job for me and I ...
AmBeam's user avatar
  • 103
2 votes
3 answers
324 views

I'm currently developing a 2D strategy game, and I've encountered some issues with the game map. My idea is to use a single 2D image as the strategic map for the game. similar to this (Supremacy 1914) ...
NoPyDeal's user avatar
19 votes
5 answers
4k views

While in line at Disneyland, my friends and I came up with a 1v1 bartering game. Here's how it works: Two players are negotiating the price of a good. One player is the buyer, one is the seller. ...
harkinian's user avatar
  • 303
0 votes
1 answer
234 views

I am doing an exercise where I have to make a board game where the win condition relates to area control. I decided to make a real-time game where players have to control certain key points at the end ...
Professional social outcast's user avatar
0 votes
0 answers
159 views

I wanted to understand how a strategy game like Clash of Clans would implement the attack. Clash of clans is just an example I am taking but I am interested in understadning logic of attack in any ...
rsp's user avatar
  • 101
1 vote
0 answers
189 views

I am writing a grand strategy game that is generally played from a zoomed-out, "strategic" perspective. With battle encounters, I want players to be able to zoom in, if they choose to, ...
Kristian D'Amato's user avatar
0 votes
1 answer
114 views

I am creating a strategy game in LibGDX with a tile system and destructible tiles. I am using an array of enums to represent the different types of tile, eg: ...
John's user avatar
  • 101
4 votes
3 answers
188 views

I am planning a colony builder game, and one part will be food production. There will be a variety of crops available, but in the end they all serve the same purpose, feeding the inhabitants. Many ...
Whitecold's user avatar
  • 188
16 votes
4 answers
8k views

I'm currently creating a Monopoly game simulator in C++. I am currently struggling with implementing the auction mechanic for AI players. How could I implement the bots' participation in auctions? How ...
Leszek's user avatar
  • 163
22 votes
8 answers
7k views

I'm making a 2D strategy game. I want to create something unlike the current resource management type games I regularly see tagged as strategy. My goals are: To force the player to think about their ...
EnderShadow8's user avatar
5 votes
5 answers
607 views

Context: I am contributing to a sequential turn based strategy game. I have an idea of how to improve it, but I need some input to help me do so. We currently have a really dumb AI that just follows a ...
worldsmithhelper's user avatar
0 votes
1 answer
261 views

I am doing a global libgdx strategy, how can I properly design the architecture? So far, I'm in some kind of chaos, because there are different events that need to be shown to the player in the form ...
Степан Адамов's user avatar
1 vote
0 answers
63 views

I want to create a strategy game based on distributions of "units" which can be moved around and attack each other. By distribution of units i mean that i don't have any discrete units ...
worldsmithhelper's user avatar

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