Tactics RPGs with an actual "game" (world exploration, etc)?

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15 comments, last by Dragonsoulj 7 years, 7 months ago

If you are between the wall and the enemy, stay away from the walls - the closer you are to a wall, the more likely bullet ricochets, explosions, and shrapnel will hit you.

On the other hand, if the wall is between you and the enemy, hugging the wall gives you protection.

If you want to play with that mechanic, I think it'd need to be explained clearly, and also need to be visually noticeable (visible bullet trails and "Wall ricochet!" floating text when a ricochet hits you), especially with the explosions - if a rocket hits someone, it might spread out somewhat in the open space around him, but if it hits a wall, the explosion would not only be channeled along the wall, but shrapnel (especially wall-debris) and the heat/force would bounce back from the wall outward.

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(Note: the above is me speculating - I have no knowledge of the actual physics in explosions)

I'd do it in a generic way that makes playing with explosions (from grenades and mines and etc...) in enclosed areas (like inside buildings or courtyards) an enjoyable almost bomberman-like experience. I haven't seen that done in a turn-based tactic game before. And I'd make shrapnel and ricochets be a big deal as well.

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Just popping in for the 'know any like this?' part. If you're looking for games in order to get ideas, there is an iPhone app called Heroes of Steel. It's basically D&D played in a similar way to the aforementioned games.

Hope it helps!
~Oove

Will Design Games For Food.

What about Dofus? it is a strategic MMORPG as they call it. You navigate freely in the world with a character (and other player) similar to any rpg, and the combat are grid based similar to a tactical.

Else, there is the Valkyria Chronicles series which are a turn by turn tactical but with no grid. Each character has a amount of action point he can use to move around, attack, etc...

Else, there is the Valkyria Chronicles series which are a turn by turn tactical but with no grid. Each character has a amount of action point he can use to move around, attack, etc...

I came here to bring up the same thing. While it wasn't exactly an open world type of game, each level was quite huge and still required strategy and exploration to find ways around the enemies defenses.

Check out my game dev theory blog at: https://doomedgamer.wordpress.com/

There are a lot of games that have the open movement on an exploitable world, games like Parasite Eve and Breath of Fire: Dragon Quarter are turn based RPGs with gridless movement.

If you want more fast paced and open world, I'd suggest FFXII or the DS sequel, they operate more on designing your actions and altering them on the fly.

Then there's plain RTS to the tone of RPG gameplay.

If you like the grid based turn based combat, maybe try Code Name STEAM on 3DS, it had a less saturated battlefield with simpler actions.

I can't recall all the variations of game but there are all sorts of games with different levels of complexity and pace. Hell, you could go all the way back to Chrono Trigger XD

the only tactical rpg i played was bahamoot lagoon. it was created me a feeling like playing star trek in a fantasy world. in tactical rpg-s, the battle is the main focus. a battle easily can take hours. i would not waste my time on exploring worlds in tactical rpg-s. basically the majority of people play(ed) tactical rpg-s with a different mindset compared to generic jrpg-s. of course as a programmer, you are making an rpg in the style you want, and maybe combining the generic world exploration with tactical battle system will be very popular, but who knows, traditional rpgs - especially tactical rpg-s - are very much died out, so investing this much effort into programming, when it possibly never returns, well, that needs a big time sacrafice.

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Fire Emblem fit at all?

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