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I don't know of any turn-based forum, but why should there be? It's just another sub-topic of game development.
Most of the issues are the same as real-time games - it's just a difference in application. Gameplay itself is probably the biggest difference. But really they are both heavily dependent on states.
The big deal with turn-based is how to get simultaneity in there. You know - unit A targets unit B's location, but by the time unit A fires unit B has moved, etc. So games take two approaches: turn sequences, where all units are moved, then all units fire, then all units move, etc. Or "full sequence", where unit A moves and fires, then unit B moves and fires, etc. You can see that each way has its obvious benefits and inherent problems.
But as far as things like graphics rendering go, there aren't that many differences. Just turn-based isn't as dependent on performance in drawing graphic frames. Timing is very different, of course, since you don't have to deal with things like multiple projectiles flying through the air at once causing multiple collisions. Graphic "presentation" can be vastly different in turn-based games. Most real-time 3D games take the "one big window" approach, using one camera viewpoint. Turn-based games aren't so rigid - remember the first "Gangsters" with its multiple view windows? And of course there are the 4X games with their highly abstract interfaces.
I have always thought FlipCode needs more forum categories like this. One obvious set is OpenGL vs. DirectX. Real-time and turn-based might be another. But you know - that could go on forever and there could be dozens of forum categories if they did that.
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