Turn-based gameplay
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- Posts: 35
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Turn-based gameplay
I am interested to know if any mods have a kind of "turn-based" gameplay to them.
Maybe not turn-based as like in games such as Advance Wars (because waiting for your opponent to make a move sucks), but more like Toribash, where the gameplay pauses for a limited amount of time while the players set their moves (simultaneously), and then gametime is elapsed so the moves are executed, and this repeats.
It probably wouldn't be hard to modify existing mods to do this, but that would be stupid, as their gameplay is much better suited to being real-time.
I don't know if this kind of gameplay would even be fun, but there is nothing wrong with variety, especially when most of the mods seem to be TA-clones.
Maybe not turn-based as like in games such as Advance Wars (because waiting for your opponent to make a move sucks), but more like Toribash, where the gameplay pauses for a limited amount of time while the players set their moves (simultaneously), and then gametime is elapsed so the moves are executed, and this repeats.
It probably wouldn't be hard to modify existing mods to do this, but that would be stupid, as their gameplay is much better suited to being real-time.
I don't know if this kind of gameplay would even be fun, but there is nothing wrong with variety, especially when most of the mods seem to be TA-clones.
Re: Turn-based gameplay
A Final Fantasy mod with TA units. Sounds awesome.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: Turn-based gameplay
It shouldn't be too hard. The 'orders' phase could easily be done by simply pausing the game for x seconds (additional falderol such as GUI notices etc not withstanding). I've already seen unselectable units implemented elsewhere, so setting that up for your entire army during the 'Combat Phase' shouldn't be too hard. The basic barebones should definitely be possible, yes.
Re: Turn-based gameplay
pausing the game, not really... but you can try to modify deployment mode.
Re: Turn-based gameplay
Just get an emulator and play final fantasy tactics nub
Re: Turn-based gameplay
hrumphPhailQuail wrote:I don't know if this kind of gameplay would even be fun, but there is nothing wrong with variety, especially when most of the mods seem to be TA-clones.
- BrainDamage
- Lobby Developer
- Posts: 1164
- Joined: 25 Sep 2006, 13:56
Re: Turn-based gameplay
Ehem...smoth wrote:hrumphPhailQuail wrote:I don't know if this kind of gameplay would even be fun, but there is nothing wrong with variety, especially when most of the mods seem to be TA-clones.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Turn-based gameplay
What about a lua timer that pauses the game and un pauses every so often? would it work? would it even be a fun game type? probably not
Re: Turn-based gameplay
WTB Open Source TBS ala FFTA style
in before wesnoth its not the same
in before wesnoth its not the same
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Turn-based gameplay
English please.
Re: Turn-based gameplay
He wants an open sourced tactical Japanese-style role-playing-game similar to Final Fantasy Tactics Advanced.bobthedinosaur wrote:English please.
He is completely free to go make one.
Re: Turn-based gameplay
I dunno whether to be amused or scared that anybody knew what that stream of acronyms meant, lol...
As for a battle system... um, it can be done. Not really hard, either.
Have an orders phase, where you give orders, and all Units have been MoveCtrl'd into immobility and had their COBs sent orders that shut them down and jam their weapons. Not complicated. Just really boring and lengthy to execute.
Then when everybody has given the orders, for the next however-many frames, unfreeze everything, and prevent user input. Not complicated.
Then you're back in the Orders Phase, where you can give orders again, but everything is "frozen". Except for projectiles, but that'll be over by the tail end of the Combat Phase anyhow.
Voila. You can't move in discrete squares, but you can certainly give everything different speeds, which amounts to the same thing.
Lock the camera overhead in a fixed perspective, give it a cute UI and give the units cute powers, and voila, a TBS that has a vaguely Japanese feel, but is more flowing and potentially a lot cooler. Could be a winner.
As for a battle system... um, it can be done. Not really hard, either.
Have an orders phase, where you give orders, and all Units have been MoveCtrl'd into immobility and had their COBs sent orders that shut them down and jam their weapons. Not complicated. Just really boring and lengthy to execute.
Then when everybody has given the orders, for the next however-many frames, unfreeze everything, and prevent user input. Not complicated.
Then you're back in the Orders Phase, where you can give orders again, but everything is "frozen". Except for projectiles, but that'll be over by the tail end of the Combat Phase anyhow.
Voila. You can't move in discrete squares, but you can certainly give everything different speeds, which amounts to the same thing.
Lock the camera overhead in a fixed perspective, give it a cute UI and give the units cute powers, and voila, a TBS that has a vaguely Japanese feel, but is more flowing and potentially a lot cooler. Could be a winner.
Re: Turn-based gameplay
You'll probably want to re-set everythings firing timers at the end of ever order phase, too. So that you have units that fire X times per turn instead of X times per second.
Re: Turn-based gameplay
Yeah. I think you can do that with Lua, although I haven't had the chance to play with that yet.
It's not as big of a deal in a TBS, anyhow- usually the convention is that units don't get to attack multiple enemies per turn unless they're using AOE weapons / spells anyhow.
And what a weapon looks like, and what it does, are not even slightly important, if you're not trying to deal with realistic projectile interaction with a semi-real gameworld anymore.
The only hard part is if you're going to allow people to control exactly when Units open fire or use their abilities, time-wise. That's harder to achieve.
It's not as big of a deal in a TBS, anyhow- usually the convention is that units don't get to attack multiple enemies per turn unless they're using AOE weapons / spells anyhow.
And what a weapon looks like, and what it does, are not even slightly important, if you're not trying to deal with realistic projectile interaction with a semi-real gameworld anymore.
The only hard part is if you're going to allow people to control exactly when Units open fire or use their abilities, time-wise. That's harder to achieve.
Re: Turn-based gameplay
Just using pause would probably be a lot better, since it would pause projectiles too and wouldnt require any more lua than feeding the pause command to the console.
But yeah, in case anyone missed BrainDamages link, there is already this.
But yeah, in case anyone missed BrainDamages link, there is already this.