ID:151953
 
Title. I'd like to know.
I figure this is a design philosophy question, and such. If it isnt, move it. Thanks!
It works excellently, as you don't have to worry as much about lag as you would in a real-time system.
In response to DarkCampainger
I see! Thanks for the quick reply.
Turn base works fine, look at all the pokemon games although pokemon battles are very slow stil lanswers the question does it not?

Also BYONDChess i think its called.

and a quick search

http://www.byond.com/developer/Dan/TakeTurns
http://www.byond.com/developer/RaeKwon/TurnBasedCombat
http://www.byond.com/developer/Anthony7/ TurnBasedBattleSystem
http://www.byond.com/developer/Zagreus/RandomCombat
In response to A.T.H.K
A.T.H.K wrote:
http://www.byond.com/developer/Anthony7/ TurnBasedBattleSystem

Getting a bit off topic, I'm fairly sure that used to be my turn based battle system demo I made many many years ago (which is long off the hub now). I'd suggest not using this (for the joint reason that a random guy added some odd code, and I'm not particularly proud of that demo)

http://www.byond.com/developer/RaeKwon/TurnBasedCombat
http://www.byond.com/developer/Zagreus/RandomCombat

These two demos are rather horribly programmed, so ditto for these ones as well, steer away.
In response to A.T.H.K
I'd suggest my Turns library, which I have used myself in multiple games. I'm also going to release a simultaneous turn library at some point, but I'm thinking of making some minor tweaks to turn it into a general phase handler which could also be used for an asynchronous turn pipeline.