WesnothExperimental Feature Simultaneous turns

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Simultaneous Turns (multiplayer)




1. What's the idea?

This is a proposal for Wesnoth-Experimental to implement simultaneous turns for multiplayer gameplay. Allow all players, or at least allies, to be able to take their turns simultaneously.

2. Why do I want this?

Wesnoth is a turn-based game and it's in its heart and soul. A new turn does not finish until the current one is done.

However, this has caused a few drawbacks:

  • Players sometimes take much longer than other players would like, leading to longer games and people becoming impatient and frustrated.
  • Allies often don't need to move in a particular order; they could easily move at the same time. Co-op games easily slow down to a crawl, especially with many players.

Implementing some form of simultaneous turns, even if just for all allies, allows some cool things:

  • Co-op games could let all players upgrade their units, read and initiate dialogue for NPCs without waiting
  • Modders could implement nearly-live action gameplay, as players could move units around on the map indefinitely.

There is much potential growth here, and could open up a lot of new genres of games, including RPGs, Strategy and Hack-and-slash style games. This would also decrease the time it takes to play games, likely as much as 1/n, where n is the number of players.

3. How does this work?

Instead of players taking turns, allies take turns together. When it's player 1's turn it's also player 2's turn.

In a hypothetical humans vs. zombies game, the 4 human players could all move and attack the zombies. When finished, then the zombie player(s) would act.


How the procedure for doing this might work. (Note this communication would likely be very, very fast.)

1. Player makes a move on his/her client. 2. A request is sent to the host. 3. The host starts from the top of the queue of moves and checks to see if it's a valid move. If it is, the host grants the client to make the move, otherwise it denies it. 4. The move is then painted on the client and other computers.

4. Testcases

Really any multiplayer game you would be able to test this out. It shouldn't matter the type of game, though some games like survival type games would notice a significant speed increase in gameplay.

5. Further remarks

Having players on opposite sides making moves together could be damaging, as it's more about how fast rather than how well. For this reason it may be more beneficial keeping this to (permanently?) allied players instead. Also, updating and shifting the game to enemy/allied moves would be a bad idea, as moves could be made all over the map, interrupting the player's own moves.

6. References

This page was last edited on 22 April 2010, at 18:19.