Actually, there is no difference, from a programming standpoint.
A 'turn-based' game becomes a 'real-time' game when you loop the turns. You can even delay the loop some, say, give each play 5 minutes to think, then execute each set of orders and move pieces. Programatically, there's no difference.
Or, you can make movement soooo slow on the 'Strategic' map that the units take minutes to move.
A 'turn-based' game becomes a 'real-time' game when you loop the turns. You can even delay the loop some, say, give each play 5 minutes to think, then execute each set of orders and move pieces. Programatically, there's no difference.
Or, you can make movement soooo slow on the 'Strategic' map that the units take minutes to move.
This would torque the usual RTS genre into a regieme where the person that can formulate good strategy quickly, rather than play the interface like a piano, would have the advantage. This seems like an intriguing concept to me. To pull it off you need good AI so that you can trust your orders to be executed well.
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