Tags: RuneSword 3: Worlds Apart
<a href="http://www.worthplaying.com/">WorthPlaying</a> supposedly has an <A href="http://www.worthplaying.com/article.php?sid=7886">interview</a> with the guy behind <a href="http://www.runesword.com">RuneSword 3</a>. Well, here's a bit about it:
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<blockquote><b>Q: Will combat be turn-based or real-time?</b>
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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.
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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:
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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.
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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.
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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.
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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.
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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.
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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!").</blockquote>
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You know, this <A href="http://www.worthplaying.com/article.php?sid=7886">interview</a> looks suspiciously like the <A href="http://www.runesword.com/faq.html">FAQ</a> that's on <a href="http://www.runesword.com/">the official site</a>. By suspiciously, I mean, <i>verbatim</i>.
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<br>
Spotted at <a href="http://www.bluesnews.com">Blue's News</a>.
<a href="http://www.worthplaying.com/">WorthPlaying</a> supposedly has an <A href="http://www.worthplaying.com/article.php?sid=7886">interview</a> with the guy behind <a href="http://www.runesword.com">RuneSword 3</a>. Well, here's a bit about it:
<br>
<br>
<blockquote><b>Q: Will combat be turn-based or real-time?</b>
<br>
<br>
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.
<br>
<br>
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:
<br>
<br>
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.
<br>
<br>
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.
<br>
<br>
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.
<br>
<br>
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.
<br>
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.
<br>
<br>
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!").</blockquote>
<br>
<br>
You know, this <A href="http://www.worthplaying.com/article.php?sid=7886">interview</a> looks suspiciously like the <A href="http://www.runesword.com/faq.html">FAQ</a> that's on <a href="http://www.runesword.com/">the official site</a>. By suspiciously, I mean, <i>verbatim</i>.
<br>
<br>
Spotted at <a href="http://www.bluesnews.com">Blue's News</a>.