Spielerando

Show a turn bar where fast fighters act more often

Players want to see the next five turns and plan around them. Fast fighters should really act more often, and heavy moves should push you back. The obvious way to count time drifts off after a few rounds. Here is what to keep instead.

Why this works

Speed should mean more turns, not only an earlier one. When every action costs time, fast fighters return sooner and heavy moves really cost something, and playing the same count through on a copy shows the player the future without changing it.

When not to use it

Skip it for simple rounds where everyone acts once in turn: a moving bar only confuses a casual player. If all moves are chosen at once before anything happens, use planned rounds instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 32 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Show a turn bar where fast fighters act more often" (read_entry timeline-turn-order-preview) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP