Well, first of all ...Hi! i was far from the art of mapmaking for a long time, i learned almost everything i know from SEN - and i'm thankfull.Ok, i just started creating a single player RPG (like a FF story, i'll add more things later to improve it), I have lots of ideas and i finally decided that i will divide it in 5 maps, so i hope the first one comes fun so people will expect the second and so...
My question is What does look more fun and better?
Turn based or real time?
Turn based (Final fantasy style, 1 turn = 1 action, can be spell/attack/item/etc)
Real time (Normal game, everyone do anything at the same time, no timing)
Then, creating turn based games are always too long to finish and hard to code, but its an alternative to the "normal" playing of the majority rpg maps.
Real time is easy, faster, more simple to learn but too common, i don't want to create another rpg trash map that noone will remember (or even ignored for DL).
I stopped making at this point, because its a critical stage that if i don't have clear my map will suck -i prefer to stop now and restart-.
In conclusion: I'm searching for some tips, what do you think its better?
Sorry for my bad english.
None.
I have lots of ideas and i finally decided that i will divide it in 5 maps, so i hope the first one comes fun so people will expect the second and so...
Don't make games for popularity. If you try to make something genuinely good and original, you will be bitterly disappointed otherwise. Don't forget that the starcraft community is mostly, if not entirely, made up of retarded teenagers.
Real time is easy, faster, more simple to learn but too common, i don't want to create another rpg trash map that noone will remember (or even ignored for DL).
That's not true. The average player still craves stupid grindfests where you don't have to think, despite their already high number.
I heavily recommend turn based if you want to make the best possible game. The possibilities are endless whereas you would be fairly limited in real time. The best RPGs (in fact, all games in general) have always been turn based. The only problem with that is that it is far more difficult to trigger and can be a real nightmare to debug.
Also, don't go for pseudo turn-based like in Faith And Destiny and FF3. If you're going for the hard system, you may as well go all the way. That is, use variables to determine attributes, skill levels, damage, etc. It would be a real challenge but the result would be well worth it.
Good luck with whatever you go for
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None.
It depends on what you want, really.
If you want your game to be more focused on stat development, item acquisition, and so on, you'll probably be better off going turn-based. If you're looking to make a "traditional"-style RPG, this is your system. There's a lot to be said for a turn-based system, but it doesn't by any means
guarantee that the map will be fun: you need to think about exactly how the system will work so as to make combat strategically interesting, and not just a matter of how much grinding the player has done and whether or not they've bought the "right" combination of skills. Remember that there are far more kinds of turn-based combat than the Final Fantasy style; you should choose your system based on what makes for the best map, not based on what reminds you of a popular commercial game.
If you want a more action/micro/skill-oriented game, then you'll probably be better off with a real-time system. If you go this way, though, you need to think about how to make combat into a fun action game in itself; having your unit walk around the map shooting other units, which fight "normally," with its built-in attack, or with spells that create a few units to shoot once and then go away, has been done many times, and isn't that interesting anymore. Once again, there's no guarantee that it will be fun just because it is real-time; here, you need to think about what creates fun in an arcade or arena-style game, and how you can reproduce that fun in the context of your map. A good real-time system is not necessarily any easier to trigger than a turn-based system, nor is it necessarily any more "normal", since there's a at least as great a range for variation within real-time systems as there is within turn-based systems.
None.
I guess Foxwolf is right. I may have been a little too harsh when saying that turn based is better. No system is objectively better than the other. I think it would be a mistake to make a game based on which system
others like best. Choose whichever you want, independently of what we think. The "business" way of probing your target audience to know what will reap in the most revenue is a sure road to failure.
If you can't make up your mind though, there are plenty of games available from both genres. Try some out and see which one gives you the most ideas. Of course, as Foxwolf said, don't just imitate them. We can already purchase those games instead of playing a bad copy on starcraft.
A good real-time system is not necessarily any easier to trigger than a turn-based system, nor is it necessarily any more "normal", since there's a at least as great a range for variation within real-time systems as there is within turn-based systems.
In theory... I guess. Then again, in theory, every genre can be just as complicated as the other. I've never encountered that in practice though
. I probably just lack ideas for real time games.
None.
[quote]I
Also, don't go for pseudo turn-based like in Faith And Destiny and FF3. If you're going for the hard system, you may as well go all the way. That is, use variables to determine attributes, skill levels, damage, etc. It would be a real challenge but the result would be well worth it.
My old project was in this way, totally virtual (extremely hard to trigger and running out of variables), but I couldn't finish it for other reasons,then I left starcraft for a long time.
Guess turn based will be the way, but i'll try to add some new elements to make it more fun. If I do the classic turn based (old NES games), could become a fag map cause you would take like 3 days to finish it and neverending battles that would end in a [Quit Mission] button.
I will rework my project, i'll try to make the best experience.
Thanks a lot.
~Kusari
Any tips are welcome.
None.
Turn-based battles are usually slower than real-time battles, so I would suggest lowering the amount of battles or the HP of enemies, to avoid your map becoming too tedious.
That being said, good luck.
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I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
If your battle mostly consists of attack, attack, attack, attack...
-> make a non-turn based system.
Only if you have some alternatives instead of attack, attack, attack, use a turn based system. Else your combat system will be slow and boring.
Mechanically it would be easier to produce a RTS combat system. TBS will take more triggers, but gives much greater control over HP and what happens (not that it matters, if this is single player just use EUDs).
None.
Whenever I see a turn-based system used in a starcraft map, I always feel as though it's really unique. Almost all the maps have real time battles, so it gets old after a while. I think that turn-based is a lot more interesting and can offer a lot more strategies if the game is multiplayer.