Taking TURNS: Game Mechanics Explained

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  • เผยแพร่เมื่อ 9 ก.ย. 2024
  • In this video we're taking a closer look at Turn Based Gameplay, how devs use it and where it came from.
    You can check out what we're up to on our website: hoopsnakestudios.com
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    You can also download some of our games, totally free, over on our itch.io page: hoopsnakestudi...
    Let us know what you think and subscribe for more! Next time we're looking at Social Deduction Games

ความคิดเห็น • 7

  • @FireUIVA
    @FireUIVA หลายเดือนก่อน +2

    funny stuff! Loved the diplomacy discussion and couldn't help but notice you lean nicely into the Italian playstyle ;)

    • @HoopsnakeStudios
      @HoopsnakeStudios  หลายเดือนก่อน

      Sometimes you gotta do what you gotta do

  • @Jonnyjobe123
    @Jonnyjobe123 หลายเดือนก่อน +2

    Matt why did you move the camera 😢

  • @HammerCraftStudios
    @HammerCraftStudios 10 วันที่ผ่านมา

    Damn! You need more subscribers, fantastic video!!

  • @cassidy_co
    @cassidy_co หลายเดือนก่อน

    I was doing a mini-research project last month on simultaneous turn implementations across different sorts of games. Frozen synapse being brought up made my neurons buzz. Lots of weird quirks arise out of that style of concurrency that just don't really rear their ugly heads anywhere else.
    Key examples we covered were: Frozen synapse/cortex, Spirit Island, Captain Sonar, Pandemic + clones (always what it effectively boils down to, even if not prescribed), 98% of social deduction games, and Dominions 6.
    Unrelatedly, communication limitations are something I've only ever seen in one niche game that wasn't even concurrent (Tragedy Looper).

    • @HoopsnakeStudios
      @HoopsnakeStudios  หลายเดือนก่อน

      That's really interesting! A great list of games to cover there. Do you have a link to a write up of the project? Would love to have a read