Asynchronous combat
Posted: Fri Sep 06, 2013 4:26 pm
It's nice to hear about combat in the second developer diary.
But the real question is whether any of this can be interrupted, which would really slow down asynchronous games. I assume the attacker will be able to do all these things at once before sending off the turn. Just checking. Bulge was the limit of how much passing back and forth I want to do in iOS async.How long would it take to resolve this battle on the iPad?
Well, the attacker had three decisions to make: to press the attack at the start, to advance after combat the first round, and to advance after the second round. So all in all, I would say twenty seconds, with most of that being his decision making and watching the cool animations of combat being resolved.