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Originally posted by Kireck L:
**I just spent a whole lot of time typing this whne I was told that my thread was closed. I can't just give up, this community is getting picky and bickery for no reason. I just have a point that I wanted to make and it was already too late. So I'm saying it here before people lose their open mindedness and give up on a little change.
I just posted this to try to inspire people to change things up a bit. I heard complaints about the battle system so I wanted to show that it is not that difficult to change it theoretically. Since a lot of people will surely get tired of whacking and whacking and whacking, we could find our own way around it. I think that it'd be fun to have some turned based games, it'd add more diversity to the coldstone game engine. Where there are 2D graphics, there are 3D graphics. Where there are medeival games, there are modern day and futuristic games. Where there are real time games, there are turned based games. Just think how many different style we could spit out of this engine with an extra way of playing. It'd be even better if everyone made their OWN way of doing a turn based battle system. This would make for even more endless possibilities.
One game that I thought had an extremely fun turn based battle system was Mario RPG. You didn't just choose an attack and it'd succeed or fail. You had to be on alert and interact and press the right buttons for blocking or for more dammage. With certain attacks, you would have to press a certain button repeatedly for the best effect or time it perfectly for the most attacks or press the correct combination of buttons for a wider range of effect.
Turn based battle systems don't even have to be limited to one style, and one way. Even real-time battles could be altered a bit for the best feel according to your game. I hope that everyone will be creative when it comes down to the actual gameplay so that we can get a completely new feel from the same engine. It'll keep Coldstone alive for a while.
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I agree with everything that you've said above and I'm sorry that I added to the closure of your previous thread. Please read what I have to say below, not as a defense of any particular battle type but as an observation on what you propose.
Coldstone, at this time, has a real-time battle engine and is limited to one PC. In addition, the NPC's have certain pre-defined AI actions that can be used.
Because it is RT, and the various AI's are running in real time, certain restrictions are therefore in place and will be very difficult to overcome. Yes, they can be overcome by clever programming with the built-in scripting, drag-and-drop interface provided. Yes, a rudimentary turn-based system can be created. Almost any program can be emulated with almost any programming tool. However...
...Can it be optimized within the given coding technique to provide a 'reasonable' speed of execution and player satisfaction? Does the emulation produce bloated code? This is the bugbear. As we have experienced with many programs, quite often the emulation is just too slow (or buggy) to be useful.
I agree with Necromicon that we cannot say for certain if it can be done but it is worth a try.
However, it is my firm belief (and only a belief) that the lack of multiple PC's and the limited choice of NPC AI will not create a reasonable alternative for built-in turn based battles.
I will personally use Coldstone to create the type of game for which it is best intended (within the limits of my moronic graphics abilities) and will experiment with pushing the engine beyond its' design limitations.
My games with large battles (30 or more participants) and multiple PC's will be created with different tools.
It is not that there is a better system, RT or TB, but each lends itself to a very different type of storyline and game play. And that leads to endless discussion to no avail. It is simply a matter of preference.
I hope that this new thread is fruitful for you.
Peace,
Skip
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...it wasn't me...