Hellwalker
Animmal
- Joined
- Jul 11, 2015
- Messages
- 98
Hello,
I'm in the process of researching a tech base for the RPG game, which will feature Turn-Based Combat in the manner of Fallout 1,2, Age of decadence, etc. That is to say a cRPG style of Turn-Based game, where you actually move around the map during combat. I decided to throw a little prototype and had some trouble creating a decent grid mechanics. I started looking at how other games handled it and my first stop was the Enhanced Edition of Divinity: Original Sin. I noticed they actually didn't have any grid, the game used distance to calculate your point cost for movement and used some additional UI to show spell ranges and the like.
Now, Codex being Codex I'm sure there will be a million reasons and one about why and how Divinity: Original Sin is a worst thing in the history of life. But assuming the art of separating individual components and judging them on their own right has not been wiped from the face of the earth yet, lets employ it now and take User Interface and User Experience portion of Divine: Original Sin. While not without flaws, I think UI and general feel and polish of the gameplay is some of the very best I have seen in turn based games. Playing around with some of the combat scenarios inside I got to like this system. It feels to me i have more options for character placement, it does not feel as constricting, it's more immersive because of the terrain and lack of giant ass grid interface printed all over landscape. But there is also a feel you are loosing some of the tactical overview depth.
I wanted to get a second opinion on the subject, if anyone cares to share their thoughts please do. Do you prefer grid system or distance based system? and of course most importantly why?
I'm in the process of researching a tech base for the RPG game, which will feature Turn-Based Combat in the manner of Fallout 1,2, Age of decadence, etc. That is to say a cRPG style of Turn-Based game, where you actually move around the map during combat. I decided to throw a little prototype and had some trouble creating a decent grid mechanics. I started looking at how other games handled it and my first stop was the Enhanced Edition of Divinity: Original Sin. I noticed they actually didn't have any grid, the game used distance to calculate your point cost for movement and used some additional UI to show spell ranges and the like.
Now, Codex being Codex I'm sure there will be a million reasons and one about why and how Divinity: Original Sin is a worst thing in the history of life. But assuming the art of separating individual components and judging them on their own right has not been wiped from the face of the earth yet, lets employ it now and take User Interface and User Experience portion of Divine: Original Sin. While not without flaws, I think UI and general feel and polish of the gameplay is some of the very best I have seen in turn based games. Playing around with some of the combat scenarios inside I got to like this system. It feels to me i have more options for character placement, it does not feel as constricting, it's more immersive because of the terrain and lack of giant ass grid interface printed all over landscape. But there is also a feel you are loosing some of the tactical overview depth.
I wanted to get a second opinion on the subject, if anyone cares to share their thoughts please do. Do you prefer grid system or distance based system? and of course most importantly why?