davewx7 / citadel

A turn based strategy game based on the Anura engine
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Implement battle timer #123

Open Ads20000 opened 6 years ago

Ads20000 commented 6 years ago

There should be a battle timer (a clock that, when it runs out, forces end turn/pass) in multiplayer matches

ghost commented 6 years ago

It seems to be already in a mid-term agenda.

Denivarius - Last Friday at 10:28 PM I think what we would do is have a little slider that you can slide between green/yellow/red. Green = skip everything until my turn. yellow = auto-skip if you really don't think I can do anything in response. Red = please always ask me but in conjunction we need to add turn timers Jolltz - Last Friday at 11:01 PM cool yeah timers would be good we currently have no timers right? Better to make it fast and reward quick thinking like chess at the end of the match the timer gets less time lol Denivarius - Last Friday at 11:03 PM we currently have no timers, just because when the game is still in dev and we might have e.g. a bug to look at it's good not to have time constraints I think a reasonable time limit to try is 1 minute per turn. Half of your unused time gets put into a 'reserve' time which you can use if you're running out

I think general game discussion is being in the Argentum Age Discord server for now.

See it is being thought coupled with brainstorming about the response phases.

Even so, I think contributions are very likely to be welcome, and used verbatim or with modifications whenever they feel like it.

In my opinion code for this could be contributed now if it is provided along with debug commands to disable it.

If you have not, please join the Argentum Age Discord server to be in touch with other non-developer players as well as developers (aligning with the available mission statement page).

Thank you!

ghost commented 6 years ago

Updating:

Denivarius Last Monday at 7:50 AM Version 1.0.598 adds a basic implementation of a turn timer for multiplayer matches. You get one minute per turn and one minute of reserve time to start. Half of time left over at the end of your turn is added to your reserve. Right now there is no consequence for running out of time (you can simply keep playing, or may agree to concede once you run out of time).

We can try this amount of time and see how effective it is.

[...]

goodguyhopper commented 4 years ago

It would be good to put a "chime" or some other alert sound at 20 seconds and again at 10 seconds.