ID:153727
 
Not sure if this is in the right forum, but I'm sure the moderators will kindly move it if it's not...

Some people might remember an old game of mine called "Hunter Seeker". It was based on the popular game Tag, but with a few changes. Well, I'm completely overhauling the whole thing (it was infested with bugs). One of the ideas that I'm really leaning towards and have already begun to implement is having it be turn-based, i.e. only one person can move at a time. Granted, there will only be a few players at a time, there is a limit on how many steps someone can take (var/mob/speed), and turns will have a limit of, say, 30 seconds.

The main advantage that I can see is that the problem of lag is virtually eliminated (although not the lag itself). Observer mode, as well as the time between turns, will be done with client.eye being set to gen.cur_player (I use the TakeTurns library, "gen" is the name of the turn generator) so that one can watch whoever's turn it is. Anyways, I am probably going to need serious help implementing a few of these features:

-Having players change from observing and playing
-Having a limit on how many players can play
-The quirks of the Bump() proc
-Having an individual player be "IT"
-Making "IT" status transfer between players (with aforementioned Bump() proc)
-Various tools and items to help players find "IT"
-Organizing online alpha- and beta-tests
wow, sounds exactly like the released and completed splattertag.
In response to Maz
Maz wrote:
wow, sounds exactly like the released and completed splattertag.

Never heard of it, sry.
In response to Cybermattr
Nah, its ok. No worrys, I realised yours is a turn-based Tag game. Good look!
In response to Maz
Heh. So basically everyone's got a turn to run like mad? What about the guy who is it? How will he get people If the people know where he is?
In response to Unowuero
this sounds kinda neat.

so how far can one move during their turn?