Sensuki
Arcane
Interface design should end up being a lot more appealing. That's one of the things that I'm providing feedback on at the moment.
I thought pixel art was a gimmick initially (when the trend started), but it certainly makes sense when you have limited resources. I'm no artist but Whalenought_Joe could probably tell you that it's much quicker to create graphics at that resolution than super-mega-HD. Also, HD shows all the blemishes. I'd much rather good quality pixel-art (and I thought SitS looked great) than poor quality HD.
The time resolution sounds a lot like Titans of Steel : Warring suns.
you got one unit to move, assigned it an action (like turn 60, aim, shoot, move 1 step...) then the next unit finishing its action from both side could act again.
This system was both great and atrocious : aiming was done right : if you aimed for a longer time than the opponent, he would be the first to shoot, but shooting first and missing was even worse.
The problem was that the action was really cut in too small pieces.
Meh, hope the graphics aren't dogshit tier this time.
Graphics are different in this one - not rendered at 400x300 or whatever. I believe source assets will be 1920x1080. 3D world/2D characters.
Oh great, so the crybabies are responsible that the unique style to do games has been replaced with another 3d game.
Next game? Did they fix SitS yet?
Oh great, so the crybabies are responsible that the unique style to do games has been replaced with another 3d game.
I just don't know how much info Whalenought_Joe wants out there so I'm not saying much...Updated my secret_whalenought_focus_group_members_list.txt
I will try but it is a bit unusualCan you explain this a bit more (and the problems). I don't want to say too much but the way actions are currently designed is they have uniform execution times with coarse granularity. Subject to change though I suppose but I like how they've set things up so far.
So ti sounds more like Frozen Synpase/Laser Squad Genesis/Combat Mission/ Knights of Legend then.edit:
Because not many games have used this system before (and not really any well-known ones) it's technically kind of an uncharted waters using a system that has discrete unit turns with simultaneous resolution (not phases, but staggered times where unit turns take place).
There are some of the big turn-based combat 'features' such as combat stopping completely when one of your units is ready to perform their turn, and absolutely no time-critical element, and the absolution of a turn. In turn-based once you have performed your turn - that is it, you can't correct it whereas in real-time(/with pause) you can correct your actions. The weight of that is different here because it has the same absolution, but the unit action plays out simultaneously with others.
I think it is important that the game plays to the strengths of this medium and one of the challenges will be identifying what the strengths of the medium actually are, as they aren't really obvious because of the limited number of titles with a similar system. Then it's a matter of taking advantage of it, and making it fun.
How a discrete turn interacts with time-based execution is obviously the main unique element here. You make a finite choice and then you watch it play out in real-time. As an example, you may select to throw a grenade at a certain square on your turn, but by the time you've thrown it and it goes off, will the enemies still be near the area of impact ? Will you have to predict whether they are going to move or not?
That's the kind of stuff I'd like to see become a consideration, anyway.
Updated my secret_whalenought_focus_group_members_list.txt
Jaesun seems like this is exactly what was on your cRPG wishlist. Did you play SitS?
So ti sounds more like Frozen Synpase/Laser Squad Genesis/Combat Mission/ Knights of Legend then.
If so, I think it is very hard to make melee work well with such ruleset, as you have to predict the location of your target very accurately (or have a lot of complicated rules to let your melee guy not act in a retarded way during the execution phase), but it can work rather well with guns.
Combat is the highlight of the game: extremely tactical, with options that we don't see in any other games to date. I love the ability to anticipate the enemy's actions, to choose from a variety of attack and defense types depending on the circumstances, and to use the terrain to the advantage of the party.
Actully, I found the combat interesting, but weird from a conceptual point of view :I was under the impression that that kind of system worked well in KOL? At least that was the impression when I read crpgaddict's blog posts on it.