Ho ho boyses and girlses!
I'd like to know your opinion on a matter (why else would you start a topic in a forum dumba**). I'm playing around with a first person dungeon crawler idea and was just wondering which battlesystem yous peoples would choose. A standard turn based random encounter system or a realtime system? Which one is more enjoyable?
That and any tips or ideas you might have on the idea to make it better.
Either system will result in a very different play experience, and neither is necessarily better than the other. Which one do you think you can make more fun?
Yeah, the hug and kiss idea is a bit to avante garde for me at the moment.
Radix: I'm leaning toward real time, but not as player unfriendly as the one in Eye of the beholder, more easy to use and flexible. That would be very cool indeed.
Mixing your own potions or creating your own spells (Morrowind for example), anything like the Horadric Cube from Diablo, or more recently the Alchemy Pot from Dragon Quest 8.. Anything where the player can make his own stuff or discover new items by figuring it out by himself- those are the kind of games I like.
I liked the battle system for eye of the Beholder. I like how it made a difference if a monster snuck up behind you it'd whack your backline mages and clerics. You should have something similar, which would make party order mean something other than enemy target percentage (like the NES Final Fantasy, and others.)
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I've been working hard on the battlesystem these last few days and decided upon a few things for the game.
1) First off, it'll be a real time battlesystem. But not simply hammering your attack icon, I'm playing around with a much more flexible engine.
2) It will make all the difference if you (or the enemy) attacks from the side or behind. Though not as in EoB since I'm not using parties.
3) The mixing potions are going to be implented, cause that was a great idea! Also something similar regarding magic, but I haven't worked out the details yet.
Those of you whos ideas I use will be credited in the game, so feel free to post your thoughts.
The engine is shaping up quite good really! I've been working 10-14 hours a day with it and more or less giving up sleep. Hopefully, I can continue in this pace and post a preview soon.