I plan for there to be two completely different modes of play: turn-based (for more than 1 friendly unit) and real-time action rpg (for only 1 frienly). This is to facilitate complete control over all PCs.
The problem was, working this into the game. What happens when another friendly character walks into the battle? What about computer-controlled friendly characters? How would the abilities work between the modes? These are more the kinds of questions I had hoped to address.
Mushu - trying to help those he doesn't know, with things he doesn't know.
Why won't he just go away? An question the universe may never have an answer to...
Overly Generic Engines
It's quite amazing how some people simply don't understand what you're trying to say here at all... I think it's pretty straightforward, of course, watch me misinterpret it as well...
Now just cuz your concept is straightforward does not mean that your task is also going to be straightforward. You have quite a challenge on your hands.
It seems that the hard part is distinguishing when the battle should occur in hack/n/slash mode, and when it should occur in turn based mode. What conditions need to be met? Well, obviously, if the one player isn't within sight of another player, you could easily assume that you will engage the enemy with hack/n/slash. Now what if more than one user is on the screen at once? Do you simply assume that they are traveling together and thus drag them all into every turn based battle that comes along? I think this is kind of crazy, especially for those players who only wish to be passing through, or who need to retreat to heal themselves.
Okay so I spent the last paragraph reiterating the problem, and I'm sure you've thought of all of this, so now let me offer a possible solution. Why not let the user who first encounters the baddie decide which battle mode should be used upon entering a battle? Then that would be the only way others can join in. Say you're hacking away at a baddie, well if somebody happens to be near, they can join in with you, but only by locking onto the bad guy and hacking with you. Similarly, if you had chosen to enter a turn based battle, then people could only enter and participate the same way, turn based.
I think if you try to have this sort of gameplay based on predetermined conditions and not on user decisions, then it makes it very difficult.
Hope my insight is of help,
As ever,
**Cosmic**
Now just cuz your concept is straightforward does not mean that your task is also going to be straightforward. You have quite a challenge on your hands.
It seems that the hard part is distinguishing when the battle should occur in hack/n/slash mode, and when it should occur in turn based mode. What conditions need to be met? Well, obviously, if the one player isn't within sight of another player, you could easily assume that you will engage the enemy with hack/n/slash. Now what if more than one user is on the screen at once? Do you simply assume that they are traveling together and thus drag them all into every turn based battle that comes along? I think this is kind of crazy, especially for those players who only wish to be passing through, or who need to retreat to heal themselves.
Okay so I spent the last paragraph reiterating the problem, and I'm sure you've thought of all of this, so now let me offer a possible solution. Why not let the user who first encounters the baddie decide which battle mode should be used upon entering a battle? Then that would be the only way others can join in. Say you're hacking away at a baddie, well if somebody happens to be near, they can join in with you, but only by locking onto the bad guy and hacking with you. Similarly, if you had chosen to enter a turn based battle, then people could only enter and participate the same way, turn based.
I think if you try to have this sort of gameplay based on predetermined conditions and not on user decisions, then it makes it very difficult.
Hope my insight is of help,
As ever,
**Cosmic**
Cosmic - Its a one-player game. You're thinking too hard! [lol]
Anyway, I think I've basically figured out all the dynamics of how everything works... It should be quite interesting.
I'm especially pleased with how the plot and dialog is turning out. I may just have an odd sense of humor, but I think everyone here is going to have a good laugh with this game.
Anyway, thanks for the ideas everyone!
*** CASE [razz] CLOSED ***
Mushu - trying to help those he doesn't know, with things he doesn't know.
Why won't he just go away? An question the universe may never have an answer to...
Anyway, I think I've basically figured out all the dynamics of how everything works... It should be quite interesting.
I'm especially pleased with how the plot and dialog is turning out. I may just have an odd sense of humor, but I think everyone here is going to have a good laugh with this game.
Anyway, thanks for the ideas everyone!
*** CASE [razz] CLOSED ***
Mushu - trying to help those he doesn't know, with things he doesn't know.
Why won't he just go away? An question the universe may never have an answer to...
Tactics versus Strategic:
Tactics you get to tell each unit exactly what to do, Strategy you give more general orders.
Example: Tactics is I tell Uber_Fighter to take 10 steps and shoot Uber_Enemy with his Long Bow +27. Strategy is I tell Uber_Unit to move and engage Uber_Enemy_Unit. Where they move and how they attack is largely up to them, though you can generally specify those things.
Tactics looks at the individuals fighting, Strategy looks at how they fit into the larger scale of the environment. Tactics Ogre and FFT are about as strategic as a megaphone is a radio station. Sure, you can talk to a lot of people on it, but radio will reach way more people with the radio.
Tactics you get to tell each unit exactly what to do, Strategy you give more general orders.
Example: Tactics is I tell Uber_Fighter to take 10 steps and shoot Uber_Enemy with his Long Bow +27. Strategy is I tell Uber_Unit to move and engage Uber_Enemy_Unit. Where they move and how they attack is largely up to them, though you can generally specify those things.
Tactics looks at the individuals fighting, Strategy looks at how they fit into the larger scale of the environment. Tactics Ogre and FFT are about as strategic as a megaphone is a radio station. Sure, you can talk to a lot of people on it, but radio will reach way more people with the radio.
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