Jep Leland, that exactly the way I though of it. And Joker: We all pretty much had the same idea, maybe even everyone, but we all though we wanted something different!
This is probably the best way to explain our system now. All players plan and at a certain time, the turn ends and executes.
Maybe it's a weird idea, but we might try to use the 'left' time to work out conflicts, like the retreats in Diplomacy.
Elmo
Code:
<--------- planning --------> <- execution -><--- left --->
Maybe it's a weird idea, but we might try to use the 'left' time to work out conflicts, like the retreats in Diplomacy.
Elmo
... Speaking of which, I already revised the turn order section, but I want to make some improvements to other sections as well before posting version 0.3. Perhaps tomorrow. I also intend to start a dedicated turn order model because I feel that if we are to write other models, we'll have to do that hand in hand with a description how the turns are executed, e.g. in which order stuff happens, what kind of "ticks" there are inside a turn and so on.
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