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880057 Posts in 33019 Topics- by 24385 Members - Latest Member: jhewitt

May 25, 2013, 04:34:39 PM
TIGSource ForumsDeveloperFeedbackDevLogsTile Quest (linear RPG)
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Author Topic: Tile Quest (linear RPG)  (Read 6099 times)
JasonPickering
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« Reply #45 on: August 19, 2010, 02:30:28 PM »

Ant: I will probably do other stuff with these sprites so in the future who knows.

Dustin: yeah I am trying to figure out a way to add that strategy. I like the idea of specific elements, but its hard to decide on very specific guys. the average person can guess what the element of a Fire elemental would be. or a forest spirit, but what would they choose for say a zombie, bandit, or a knight. I am thinking of adding the computer going through all choices. and the player can watch and maybe see what the last choice was. each monster of course would be faster. this idea would allow me to use more varied monsters that don't have a specific type. I just don't know perhaps I should see how many I can get of the specific types and then go from there.
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HyperDuckKev
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« Reply #46 on: August 20, 2010, 01:54:57 AM »

Yeh looks great man, chris and I will send you a wee update soon. We have been busy as hell too, dont worry we arnt dead!
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Carrie Nation
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« Reply #47 on: August 20, 2010, 05:14:20 AM »

The graphics are just so stupendously lovely. Addicted

Honestly I would love to see this made into a full blown adventure rpg complete with stats, experience, magic, oodles of equipment, full-on combat and general exploring shenanigans.
Although exploring in the whole linear thing he has going here would be alot like mashing right and watching a slide show of pixel art.

Actually that's not a bad idea.
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JasonPickering
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« Reply #48 on: August 22, 2010, 06:52:12 PM »


I have been thinking about this and I really like multiplayer games, which is what this started out as. one thing I was thinking about was doing this as a hot-seat game. one player plays as an adventurer and one person plays as the villain. So i was thinking the "hero" will control the same guy though 4 battles for example. he will get to select which hero to use out of 3 and which upgrades he wants. the "villain" can pick which monsters to have for the 4 battles. Hero uses QWE keys and Villain uses IOP. this basically cuts a lot of work for me because it stops the need for AI. Rock Paper Scissors against another human will always be more fun. and then I can have it either randomly select who is who or just let the players decide. this gives strategy for both players but very different games.

also I will probably drop the Fire>Water>Plant for something a little more strategic.
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