Ok, I was thinking of something simple. Turn handling/resolution/processing is done on server machine, after all orders from all clients have been recieved, or timer exipred. Model is simultaneous Turn Based.
0. orders recieved
1. Builds orders first, all cities build stuff and update themselves
2. City/province groups of people (classes) get updated and get to act if needed (revolts, etc)
3. Tech is added and discoveres displayed, if any
4. Other?
5. Units move, combat.
6. Send updates
How does it sound? Units movement is most problematic oufcourse, so I guess it should be a subject of its own.
0. orders recieved
1. Builds orders first, all cities build stuff and update themselves
2. City/province groups of people (classes) get updated and get to act if needed (revolts, etc)
3. Tech is added and discoveres displayed, if any
4. Other?
5. Units move, combat.
6. Send updates
How does it sound? Units movement is most problematic oufcourse, so I guess it should be a subject of its own.
. I'll deal with the actual resolution of orders later, here I lumped it all together in step number 1. I think that there are going to be a lot of things happening each turn, and it makes sense to think of the updating of the game world separately from the process of sending data back and forth between the game and the players.
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