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View Full Version : [Project#1] top-view turn based RPG



Lappy
12-11-2014, 10:38 PM
do you guys know turn based games? cool.
do you guys know RPG's? sweet!

now combine those with a top-view perspective and you get the idea :p
think about games like Dofus or advance wars; turn based games where you have to take the best out of your position and timing, abilities and upgrades(/specialty). it'll be challeging and crazy, a ridiculously big world(/map) to roam around to have a rogue-like gameplay.

please let me know what you think, if there is someone curious i'll post some screenshots to see the mess i'm making (truth be told i lost my way around the microchips a dozen times already *derp*)

i started this morning and everything seems plausible :p the only trouble is; the thermometer. i have made quite a lot so far, but i'm afraid i need to start over from scratch and get funky with emitters, to get a bigger world to roam in, and not just a handfull of tiles

SEWO97
12-11-2014, 11:50 PM
I've been working on a top-down strategy since September. Though mine is a simpler due to player vs player or player vs AI on a little map using sprites. I found myself testing, fixing, optimizing, testing, fixing, optimizing, and so on. I took my inspiration from the mobile game Rad Soldiers, very tight game by Splash Damage.

Questions:
Are you using a grid based system or a free movement system? Since it's an RPG multiple playable characters or companions... etc? How are you approaching multiple players? What theme are you going with?

I really hope you complete you project since we can always do with more quality levels. Just keep optimizing the level and keeping the thermometer low. You got yourself an idea going if you follow through.

PS. I loved Advanced Wars. Oh, and if you're offering to post screenshots, I'd like to see screenshots.

Lappy
12-12-2014, 11:08 PM
yup, im using a grid. as you can see in the pictures below, the size of the cursor will be 1 tile. i am trying to make it look more natural, so i am not placing 1 tree on 1 tile. i want to make it more random, and only have the tiles affect movement/actions. but then again, i am one of the worst artists, and will probably ask some help in making it look fancy later.

so far i only have a small island to test, a working tool and an interface to get details if needed (needs to be worked on together with units)
49674
49675

tomorrow or next week i will start on the units, getting them to work and interact propperly with one another. NPC's will be the biggest challenge :p if anyone has an idea for fun or challeging things in this game, feel free to throw in your idea's!

SEWO97
12-12-2014, 11:17 PM
I think a better material for the cursor would be Sticker Panel. Hologram can be difficult to see sometimes because it's transparent and doesn't look very nice. But you seem to have a good idea of what you making.

Lappy
12-12-2014, 11:26 PM
i use hologram for everything, i don't know any better :p but you are right, it looks bad (uneven? if that is the right word...) trouble is that these will need to move into the background layer so that are not visible, so other cursors can come out if needed. (for example; i want it red when hovering over an enemy, or blue if you can interact with something) still possible, but then i will need to alter material. i will try tomorow and check the difference. thanks for the tip!

SEWO97
12-13-2014, 02:00 AM
Your, moving it into the background method seems like a real hassle. I would suggest just turning the material opacity to 0% for turned off and xx% for on. Just some additional information: I use selectors when working with cursors and tag sensors to check the state of the level using tags. This allows me to have 50 different cursors and yet keep them all bundled and not have to have any individual moving parts which can complicate things.

Don't forget to post updates in the thread about your level progress, I'll be reading each. Full steam ahead! Again, good luck! :)

Metalzoic
12-13-2014, 06:21 AM
yup, im using a grid. as you can see in the pictures below, the size of the cursor will be 1 tile. i am trying to make it look more natural, so i am not placing 1 tree on 1 tile. i want to make it more random, and only have the tiles affect movement/actions. but then again, i am one of the worst artists, and will probably ask some help in making it look fancy later.

so far i only have a small island to test, a working tool and an interface to get details if needed (needs to be worked on together with units)
49674
49675

tomorrow or next week i will start on the units, getting them to work and interact propperly with one another. NPC's will be the biggest challenge :p if anyone has an idea for fun or challeging things in this game, feel free to throw in your idea's!

I like the flat, SNES Mode-7 look to your map. Clean and simple, yet something about it looks fun.

Rpg Maker
12-16-2014, 10:30 PM
do you guys know turn based games? cool.
do you guys know RPG's? sweet!

now combine those with a top-view perspective and you get the idea :p
think about games like Dofus or advance wars; turn based games where you have to take the best out of your position and timing, abilities and upgrades(/specialty). it'll be challeging and crazy, a ridiculously big world(/map) to roam around to have a rogue-like gameplay.

please let me know what you think, if there is someone curious i'll post some screenshots to see the mess i'm making (truth be told i lost my way around the microchips a dozen times already *derp*)

i started this morning and everything seems plausible :p the only trouble is; the thermometer. i have made quite a lot so far, but i'm afraid i need to start over from scratch and get funky with emitters, to get a bigger world to roam in, and not just a handfull of tiles

My advise to you will be the same I give every RPG. Emit everything: every character, every chip of logic, every background, every effect, every music track--everything. Destroy whatever doesnt need to be active at any given time. Until the Dynamic Thermometer is patched, I would go with this emit destroy technique--in fact, given RPGs may use a bunch of emitters, its probably the way to go anyways.