How to Handle Complex Side Effects and Event Sequencing in a Turn-Based Game Like XCOM?
gamedev.net
I'm trying to make a turn-based game like XCOM, and I've run into an architectural problem that I haven't been able to solve for quite a long time.In my game, logic is completely separated from animations - when something happens in the game world, for example, a unit is given a command to move, then all the effects of this action are calculated, and the corresponding animations are just queued for playback.But I don't understand how to build logic arc
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