Runesword 3 interview at Worthplaying
Runesword 3 interview at Worthplaying
Interview - posted by Saint_Proverbius on Tue 7 January 2003, 17:02:36
Tags: RuneSword 3: Worlds ApartWorthPlaying supposedly has an interview with the guy behind RuneSword 3. Well, here's a bit about it:
Q: Will combat be turn-based or real-time?
A: RS2 had what I feel was a pretty decent turn-based system. But now that we're including multi-player and graphical action in combat, it has to change. First and foremost, it needs to be interactive with a sense of tension. That means minimizing downtime when you don't interact with the game. At the same time, I want to keep tactics and a party-based feel to the game (especially while playing in single player mode). So I'm considering a hybrid method that allows for *three* different, adjustable combat speeds: real-time, turn-based and phase-based.
When the game is playing, but you can dial in how much of a delay there is between combat rounds from a low of none (real-time) to infinite (turn based). Additionally you can switch on pause at the end of a complete combat turn. So it pans out like this:
Real-Time: Delay = Off, Pause = Off. Runs all the time. Delay is a dial that can be adjusted to slow things down, giving a slight hesitation between each creature's turn (Real-Turn-Based?). Turn sequence is simulated. When you click on Bruno the Bullhead to zap the robot, he'll do so on his next turn.
Turn-Based: Delay = On, Pause = Off. After every creature's turn, there is an unlimited time to make a decision on the next course of action.
Phase-Based: Delay = Off, Pause = On. *All* creatures complete their turn in sequence then the game pauses. You give commands to all creatures in your control. Then all creatures take a turn again in sequence.
Obviously, real-time and phase-based require some helper AI for creatures. Even your party members will need brains when you don't click quite fast enough.
So lots of choices for how you interact with combat. And all are changable during a single combat - you can move from real-time to turn-based to phase-based any number of times even in the middle of combat.
One last point: to reduce the deadly dull combats where the outcome is obvious, you can adjust animation speed down to bullet-time ("check this blaster effect!") or up to hyper-speed ("Die you cosmic chickens!").
You know, this interview looks suspiciously like the FAQ that's on the official site. By suspiciously, I mean, verbatim.
Spotted at Blue's News.
Q: Will combat be turn-based or real-time?
A: RS2 had what I feel was a pretty decent turn-based system. But now that we're including multi-player and graphical action in combat, it has to change. First and foremost, it needs to be interactive with a sense of tension. That means minimizing downtime when you don't interact with the game. At the same time, I want to keep tactics and a party-based feel to the game (especially while playing in single player mode). So I'm considering a hybrid method that allows for *three* different, adjustable combat speeds: real-time, turn-based and phase-based.
When the game is playing, but you can dial in how much of a delay there is between combat rounds from a low of none (real-time) to infinite (turn based). Additionally you can switch on pause at the end of a complete combat turn. So it pans out like this:
Real-Time: Delay = Off, Pause = Off. Runs all the time. Delay is a dial that can be adjusted to slow things down, giving a slight hesitation between each creature's turn (Real-Turn-Based?). Turn sequence is simulated. When you click on Bruno the Bullhead to zap the robot, he'll do so on his next turn.
Turn-Based: Delay = On, Pause = Off. After every creature's turn, there is an unlimited time to make a decision on the next course of action.
Phase-Based: Delay = Off, Pause = On. *All* creatures complete their turn in sequence then the game pauses. You give commands to all creatures in your control. Then all creatures take a turn again in sequence.
Obviously, real-time and phase-based require some helper AI for creatures. Even your party members will need brains when you don't click quite fast enough.
So lots of choices for how you interact with combat. And all are changable during a single combat - you can move from real-time to turn-based to phase-based any number of times even in the middle of combat.
One last point: to reduce the deadly dull combats where the outcome is obvious, you can adjust animation speed down to bullet-time ("check this blaster effect!") or up to hyper-speed ("Die you cosmic chickens!").
You know, this interview looks suspiciously like the FAQ that's on the official site. By suspiciously, I mean, verbatim.
Spotted at Blue's News.
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