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Geek Culture / vote guy turn based or time based

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Plugged
21
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Joined: 30th Nov 2002
Location: Hertfordshire
Posted: 21st Jul 2004 05:23
basic i'm making my rpg battle system and i'm wondering which type people pefer

turn based: you and the enemy select your moves, each move has a speed attacked and move with fastest speed goes first. basically you each have your own turn.

time based: each character has there own speed, so after a certain about of time you get your go.

*note: the battle system is one on one although you can change player, so sort of like a tag team.

cheers
plugged


Work Hard; Play Harder ;
Peter H
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Posted: 21st Jul 2004 05:24 Edited at: 21st Jul 2004 05:25
i hate both versions ...
i prefer real-time

[edit] okay so maybe hate is too strong a word...


Formerly known as "DarkWing Duck"
C l a r k
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Location: Rhode Island...State motto: Who Cares?
Posted: 21st Jul 2004 06:47
yeah, real time gives it more of a sense of reality.

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TravisP
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Location: Behind you, with a knife!
Posted: 21st Jul 2004 06:54
time base


"Now that Ive seen that on TV that is the SHIZNITE!"-Master Shake
Mattman
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Location: East Lansing
Posted: 21st Jul 2004 06:57
Turnbased, although realtime is obviously the best.

"Could you do something where you don't need a video card cause i don't have one" - Program Expert
Peter H
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Posted: 21st Jul 2004 07:08
okay i'll actually be helpfull

i vote turn-based


Formerly known as "DarkWing Duck"
zircher
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Location: Oklahoma
Posted: 21st Jul 2004 07:14
Turn based is easier to code and if you use an action point system ala X-Com you can get a fairly high level of tactical control for your whole team.

Real time or timer based only works with a small crew that are all visible on the screen at the same time, unless you're gunning for a RTS kind of battle system.
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Manticore Night
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Location: Ouinnipeg
Posted: 21st Jul 2004 07:16
Time Based(but real time's the best)

It's amazing how much TV has raised us. (Bart Simpson)
Plugged
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Location: Hertfordshire
Posted: 21st Jul 2004 09:37
yeah orginally i had only real-time but it didn't work, (the code was right but it did flow), so now i have random encounters through the world map part but the boss is real time only as by then you have weapons and shields so that system works well. hmm i surpose what i could do is post two demo one turn and one time then you can see which is best.

ohh one note although the RPG code is finished, i am going to release a full demo to try and get modelers, artists on board, so bear that in mind.


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TheAbomb12
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Location: Amist the blue skies...
Posted: 21st Jul 2004 17:50
Turn based...

Especiallyif you are going for a strategy RPG.

I thought the system in FFX was good...

Amist the Blue Skies...
Teh Go0rfmeister
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Posted: 22nd Jul 2004 02:42
[img]time based: each character has there own speed, so after a certain about of time you get your go.[/img]


why dont you alter it slightly? on one game i played online, you upgraded your ships engines to give you more speed, and this speed was proportional to how many turns you were given every hour, so my corvette with speed 22 would get me an extra 44 turns to use wisely until the next hour.

to stop ppl just accumulating turns, there would be a limit, i think it was something like 150*speed, once your turns reached that number, it couldnt get any higher

jasuk70
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Location: Hemel Hempstead
Posted: 22nd Jul 2004 20:28
I think Turn base. Mainly because i like the idea of playing a characters Role not playing myself. Realtime depends on how fast my own reactions are not the characters. I like to think and plan out a battle instead of seeing how fast i can click on things. Having all actions based on a score and the characters/monsters have a total amount which will be spent on those actions (The amount based on their stats).

Just my view. Hence I'm writing a turn based engine too

Jas

----
"What is this talk of 'release'? Klingons do not'release' software. It escapes leaving a bloody trail of developers and quality assurance people in its wake!"

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