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PyrZern

Member Since 07 Oct 2012
Offline Last Active May 15 2013 08:26 PM

Posts I've Made

In Topic: Fire Magic

27 March 2013 - 12:01 AM

- Healing Flame

- several Spears of Flame stabbing up from the ground around the caster.


In Topic: Turn Based Action Economy

26 March 2013 - 11:52 PM

Apart from what you already, and the one that you can whatever with what ever action points you have, the alternative is this.....

 

Each turn, a Unit gets 3 different Action Points.

1 Action Point for Movement 

1 Action Point for Action (Offensive or Defensive)

1 Action Point for any of the two.

 

This way, each turn, a unit can ...

Attack Attack Move

Move Attack Move

Move Attack Attack

Attack Move Attack

and such.

 

This will somewhat encourage players to utilize terrains and covers and flanking and positioning their soldiers, and not just keep attacking until one is dead.


In Topic: Alternate inventory screen design

02 March 2013 - 03:36 PM

Isn't that the same as Diablo inventory system ?

Diablo 1 was released/ported for Playstation right ? Check it out.


In Topic: Real time + pause Vs Turn Based for a Space tactical game on smartphones

31 January 2013 - 02:57 AM

I suppose it depends on how much control the Players have over the automated combat.

Personally, though, I see it's more viable to have RTS + Pause instead of Turn Base, just because. Note, I enjoy both types of strategy games, so it all depends on the game-play.


In Topic: How to let players secure/win locations on limited budget.

26 January 2013 - 08:50 PM

If you plan the whole thing ready, and program those Zombies so that they can run from any Spawn Points to the Players, then a single designer can pump out multiple levels in no time at all, by using modular art assets and just move spawn points, barricades, windows, doors, rooms, staircases, etc etc etc around.


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