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Your opinion on turn-based fantasy strategy ?

Started by Vikcy Jun 9, 2000 at 7:32 PM 16 replies 2.7k views
Original Post
Vikcy
Vikcy
We are developing a strategic game in Medeival-fantasy environment. We can''t decide that turn-based or real-time would be the best choice. We have only one programmer, so turn based would be easier to develope, but the coolest strategy games was real time, if I know right.(Broodwar,Age of E.2,Warcraft...etc) So, I want your TRUE opinion about it.Thanx Eljen Magyarorszag !!!
" de sagittis ungarorum libera nos Domine"West-European pray in 900AD
Phantasm
Phantasm
Civilization II and Alpha Centauri were turn-based, and those were rather good, don't you think? I'd personally like to see more turn-based games coming out. Anyhow, good luck!

P h a n t a s m
"I'd feel safer if the helicopter had an ejection seat."

Oh, but remember, you should design what you enjoy playing. If you enjoy playing turn-based more, then design a turn-based game, but if you like RTS, then design RTS. (And be sure to play a lot of what you want to design)

Edited by - Phantasm on June 9, 2000 8:38:22 PM
Phantasm
Corfe
Corfe
I vote turn-based strategy... Real-Time is WAAAAAAY too crowded, and lack the sophistication & addictiveness that turn-based strategy provide.. (I''m making a fantasy turn-based strategy myself, although it''s less like Alpha Centauri/Civ and more like Final Fantasy Tactics/the battles in X-Com), it''s a tactical game.

Good luck with your development!
Vikcy
Vikcy
Thanks all of you. We also like and miss turn based games. I am glad to see that others thinkin the same.
" de sagittis ungarorum libera nos Domine"West-European pray in 900AD
Muzzafarath
Muzzafarath
RTSs suck, go with turnbased Btw, am I the only one here who hates RTSs?

/. Muzzafarath
Mad House Software
I'm reminded of the day my daughter came in, looked over my shoulder at some Perl 4 code, and said, "What is that, swearing?" - Larry Wall
Possibility
Possibility
TBS and RTS games are NOT comparable. They are extremely different, like comparing RTS to FPS (exp: Age of Empires to Quake3). So you should make the game you know about. Modern TBS games have to be very complex, but modern RTS''s are still more complex to program. A simple game like civ2 wont cut it. You will have to produce games like Age of Wonders which I might add is a TBS Fantasy game, which should be right up your alley, so check out that game.

Possibility
Bberet
Bberet
Well, we currently have quite the same problem. We are designing a sci-fi strategy/RPG mix. The game itself will be real-time (buying ships, grouping them to sqadrons and sending them away etc.). When a squadron meets pirates or other baddies, a tactical battle takes place. But we didn''t decide yet how to do the battle engine. First, we wanted it turn based and complex, but now i am thinking turn-based games are not sold very well today (leave civ2 as an exception). However, i have no clue how to do RT combat in space. I dont want to simply copy the C&C/starcraft/AoE etc. scheme, because that just wouldn''t work well with space fighter ships. A homeworld-like system would be cool, but we don''t have the skills to do this
So, has anyone got any ideas how to implement RT space combat in an easier way ? Please help a poor dev team
jonny
jonny
I''m the programmer in Vikcy''s team (the topic starter). I see with pleasure that everybody is waiting a great TBS game.
Our game is a fantasy war and economy simulator with all-embrancing strategys and tactics.
In your opinion what is the best displaying mode : the hex-based or the landscape-based ? The hex-based is more strategic, but the landscape-based is more popular. This is a very hard question for me.
Please tell me, what''s your opinion of it ?

Possibility
Possibility
Bberet, your method is backwards, the strategic part of the game should be turned base (like Master of orion, not RTS like Star Wars Rebellion). And your tactical combat is stuff that should be real time like Star Trek Armada.

Possibility
Icarus
Icarus
I think turn based games against the computer are fine, but in multiplayer they really blow. I am not a very patient person, and playing against someone who takes 3-5 minute turns is not fun at all.

-Andreas
-Andreas
Delisk
Delisk
Here a good idea for you!

In order to make multiplayer better, you should give the options to prepare your move while your oponents is playing his turn.

While waiting for his turn the player will give his order (or delte them) to the computer who will execute them when it is the turn of the players.

This could really speed up multiplayer game...at least make the boring part faster!

Im sure this would de cool!

Delisk
Vikcy
Vikcy
How do you mean it Delisk ? While it is my turn,my opponent can plan his actions ? I think it is pointless, ''cause if I have an unepected act, he will delete all of his pre-doned acts,and plan new ones. In the meantime I have to wait, as I have to in Heroes of Might & Magick. So please give me a bit more detailed description...pliiizzzz!!!




Eljen Magyarorszag !!!
" de sagittis ungarorum libera nos Domine"West-European pray in 900AD
Possibility
Possibility
No, if you want a TBS Multiplayer game, do it exactly like Age of Wonders did. It had similtaneous movement (like Alpha Centauri, but did it better). So every player moved at once, and there was almost no lagg in that game. It made multiplayer games great.

Possibility
Delisk
Delisk
Wath i mean, is to let the players 1 plan some of the move he want to do, by telling to the computer wich move he want to make, while player 2 is playing. But these action will only be done at player 1 turn!

For exemple : in heroes 3 it would have saved a lot of time if you could have tell the computer wich building to create in wich city, and the creatures to hire.

It''s like recording somes of the moves you plans while your oponent''s is playing.

You don''t have to make all your move this way...only the one you wish! You could also limit wich type of move the player can programs (In heroes 3 you could only let the player plans the building he wish to build)

I hope this was a bit more clear

Delisk
Vikcy
Vikcy
Yeah, that was absolutely clear. And cool. I hope we can handle it. Thanks, all of you !
" de sagittis ungarorum libera nos Domine"West-European pray in 900AD
CyberSlag5k
CyberSlag5k
Long live turn-based strategy!!!

When you find yourself in the company of a halfling and an ill-tempered Dragon, remember, you do not have to outrun the Dragon...
Without order nothing can exist - without chaos nothing can evolve.
Tisephone
Tisephone
I like either, as long as they avoid the sickeningly unrealistic mainstays of ''resource management'' and ''unit building''.
"Neque enim lex est aequior ulla, quam necis artifices arte perire sua."

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