- Jul 20, 2018
- 23
- 13
Just to get this right, did Enlit stop working on this? The latest posts on his blog seem to be of another game. Similar, but done in a different engine.
On hold for the foreseeable future. No timeframe for when he will get back to it.Just to get this right, did Enlit stop working on this? The latest posts on his blog seem to be of another game. Similar, but done in a different engine.
Well "making" a game and "playing" a game is a huge difference.Not to be nitpicking and biased here but how does one get bored of making an action rpg and then thinks making a turn based rpg is gonna be more fun? Perhaps the guy needs to satisfy his want to develop a story or something. All I can say is that this is gonna be yet another amazing 5 year wait kiddos.
Look at all the Lightning Final Fantasy Titels. Now look back at Final Fantasy X.I can not imagine the a round based game could be any better.
Lol, well I am rooting for you. It helps that it's not "traditional" turn based system as I just recently found out. It's that turn based/real time action combo. That example early on with the orc was rather misleading to the type of combat you seem to be aiming for now. Dunno if you switched or were always aiming for the new system but it does look a lot more interesting.Challenge Accepted?
That is an interesting take. Because AFAIK, there aren't that many tactics H game at all. The only notable ones that I can think of are Rance, Kamidori Alchemy Meister, and Sealing Curse Princess. Action H games are far more common. Of course, there are countless RPGMaker-like RPGs, but I consider tactics games and RPGs to be separate genres.I think I'd probably still prefer real time over turn based because of its rarity though. At least that system does a good job of pretending to be real time.
Hmm i wonder.In HRT it can be difficult to "enjoy the moment." One problem is that it is very hard to design how long a Grab should last. If you are trying to "win", then you want shorter Grabs. If you are trying to "lose", then the Grabs doesn't last long enough. The party based nature also makes it very chaotic. Sometimes you want the AI to save you, sometimes you want to AI to fight, sometimes you want the AI to grab foes, sometimes you want the AI to use a specific Grab. Tried pretty hard to make the AI that "just works," but obviously, it wasn't perfect. On the other hand, in a turn based game, you are in control, and you can command your party members to do exactly what you want.
Another advantage is that it is a lot easier to set up scenes. With full control of your team (and other team with cheats), you can get everyone in position and in "position" you want . Not to mention the fact that you can do everything with 1 hand. That's pretty important, too.
I would think it would be easier to code it like Divinity Original Sin 1. Where turn order was based purely on initiative, instead of forcing you into a team A>B>A>B>A>B thing that happens in 2 (except for a few fights with a third team). But, I'm sure the way the game will be made will work perfectly for it.Hmm i wonder.
Isnt it a good idea to make the battle system of your turn based game similiar or even exactly like that of Divine Divinity Original Sin 2 ? Out of all turn based games this one has by fat the best system i played till today. However i dont know how complex it is coding wise.
Sleep in the bed in the house, if there are mods, then use the tent.Maybe i'm just stupid, but I cannot figure out how to save the game, can anybody please help?