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Traditional Roguelikes (Turn-based) / Re: Multiplayer online roguelike
« on: May 22, 2013, 01:41:23 AM »
I guess the result from this thread is that Realm of the Mad God is the epitome of Multiplayer roguelikes?
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That can create inconsistencies if the number of ticks used doesn't sum to 1 (or whatever your factorial is) at the end of each turn. That is, if you have something moving at 1/3 for 2/3 of the turn but then changes to some other movement factor, it goes out of sync. While this isn't necessarily undesirable, it can result in the 'extra turn' phenomenon relative to the player's experience. If you lock the user into a specific speed for the duration of a turn, that can be solved- but, imo, it's unpleasant unless you have a fatigue system or something of the sort that makes it clear that a player's last action in a turn is limited to, say, a move or something- but this really gets into certain degrees of incoherence- the currency of fatigue, ticks, and turns only obfuscates the experience. There's also the issue of a monster having different attack rates and movement rates, or different abilities functioning on different timescales- you can't ensure that they resolve in a consistent way.