Strategy RPG, doable or don'table?
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Soulcutter

Hey all... been a long... long... long time since being here on Verge-rpg... the facelift is quite nice. I was curious though, I've been around since V1, but have since bounced on and off a few other engines out there to try to find the one capable of doing a Der Langrisser / Warsong style of battle system. Before I got into V3's downloads and documentation, is anyone familiar with the Langrisser series, and know whether or not such a system is doable with V3? Or is the new engine focused on pure FF-style RPGs still? Thanks in advance.

Posted on 2005-09-13 12:54:06

Omni

It isn't really focused on anything in particular. If you can program it, go for it. Certainly ready-made code exists for a FF-type game though.

There have also, if I recall correctly, been tactics-style demos before, and the recent Verge Wars [think Famicom Wars] counts as some sort of tactics-style strategy too, does it not?

Posted on 2005-09-13 13:44:26

Gayo

The engine is more designed for a 'standard' RPG, but doing a Shining-Force-style overhead system in it would be no harder than doing a standard RPG battle system. It's a bit of work, and you would have to do a lot of that yourself, but it's not hard work. The tricky part is in making the AI.

If you want something like FFT with multiple height levels, things suddenly get way harder, though, so I'd recommend not trying that unless you're pretty leet.

Posted on 2005-09-13 20:41:25

RageCage

I've created both FFT style and C&C style demos with V3, so it's doable. FFT is rather easy while C&C requires a lot of experience. If you're in need of pathfinding AI, I also made a A* library for use with verge and if you use it, I can answer any questions you might have about it.

Posted on 2005-09-14 11:09:14

yhnmzwcs

Speaking of FFT, it might be nice ('easier than isometric') to indicate altitiude by contour maps.
That means lines connecting adjacent points of the same altitude, or, eqivalently, a slight color-tinge to all the land of the same ht.

Also, shot obstructions could be made in black while targeting, for example.

Posted on 2005-09-14 13:15:41

Gayo

Hm, that's an idea. Of course bridges are always a problem in a system like that, but bridges always fuck everything up. Damn bridges.

Posted on 2005-09-14 13:17:43

RageCage

dude, you just gotta station a guard right at the entrance of the bridge who kills you so you can't get past. and if by some freak chance you do get past, crash the game and blame it on virtual memory XD

Posted on 2005-09-14 17:54:07

yhnmzwcs

Allow four layers of overlap by the following:

Divide a given space into four wedges (triangles or squares), and assign one to each layer above the lowest layer (for up to three more layers). Render overlap tiles that way, and characters in the overlap region will look wierd, like through a grate, but it would achieve the purpose of overlap.

You don't want rectilinear 3d chess, right?

Then 4 floors should be an EXCEPTIONAL situation. The freaky gfx might help alert the player.

+++++++
More of Development That Goes Nowhere series

Posted on 2005-09-14 20:34:48 (last edited on 2005-09-14 20:37:51)


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