im currently making a tile based RPG and have stumbled on an interesting......problem. basicly i cant decide whether or not to make my enemies walk about the place. it may seem like this is a must but is it really?
The screens are filled with water ripples, waterfalls, butterlies etc and the emies have a standing animation as they turn to face different directions which means there is alot of movement on screen anyways. implementing some sort of random enemie movement would be courageous to say the least (with my programming abilities). The battle system is a case of click the enemie when he is in front of you and then it does a series of calculations, speed, attack power - enemy defence etc and then the poor sod dies. Fighting isnt the most important aspect of the game but obviously has to be in there.
In some respects its similar to a turn based random encounter just you can choose if you can be bothered, another example of a good rpg/adventure game would be Okami if anyones had the pleasure. if not you sort of just ran at a banner, then the fight started.
I think my question is really, would this put off most people or would it be ok?
Having static objects animated is no replacement for actual moving enemies. Moving enemies in a grid based game is quite easy, just have them shoot a detector, if the detector hits a BG, have it bounce back and tell the enemy not to move. If it doesn't bounce back, then the enemy is clear to move. Not the best way, but certainly easy.
If you're going to have the fights be turn-based, but want to have a way to avoid encounters, having the player walk up to them to start the fight is not the best way IMO. The thing is, unless you strategically place your enemies in front of places the player needs to go (a door, a town, etc.) the player might not end up fighting enemies at all!
You could have it be a bit like Chrono Trigger or even a game called Lufia 2 where there are no random encounters (well for L2 it's in the caves only). If you make very simple A.I. to just move them around on the world map that should suffice. And you can save the best for the turn-based parts with lots of skills / attacks / and overall strategy.
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