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djsteffey

semi-realtime roguelike battlesystem

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[font=arial, verdana, tahoma, sans-serif][size=2]so i am t[color=#1C2837][size=2]rying to make a [color=#1C2837][size=2]roguelike with a la[color=#1C2837][size=2]rge wilde[color=#1C2837][size=2]rness a[color=#1C2837][size=2]rea. I do not want it to be completely tu[color=#1C2837][size=2]rn based as even if the playe[color=#1C2837][size=2]r is not moving a[color=#1C2837][size=2]round i want the mobs and othe[color=#1C2837][size=2]r things in the game envi[color=#1C2837][size=2]ronment to still move o[color=#1C2837][size=2]r do the things they do. Say eve[color=#1C2837][size=2]ry one second all entities a[color=#1C2837][size=2]re able to pe[color=#1C2837][size=2]rfo[color=#1C2837][size=2]rm an action, in the case of the playe[color=#1C2837][size=2]r he may just be standing doing nothing and may miss his oppo[color=#1C2837][size=2]rtunity to act but it wont stop the [color=#1C2837][size=2]rest of the wo[color=#1C2837][size=2]rld f[color=#1C2837][size=2]rom acting.
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[color=#1C2837][size=2]Now how do i tu[color=#1C2837][size=2]rn this into a battlesystem? I was thinking that if the playe[color=#1C2837][size=2]r had thei[color=#1C2837][size=2]r "action" key o[color=#1C2837][size=2]r whateve[color=#1C2837][size=2]r it is they want to do p[color=#1C2837][size=2]ressed when the[color=#1C2837][size=2]re "one second" oppo[color=#1C2837][size=2]rtuniy hits, it will pe[color=#1C2837][size=2]rfo[color=#1C2837][size=2]rm that action. But that could cause a delay up to a full second between p[color=#1C2837][size=2]ressing a key and the action taking place. Also if the action is just a movement key, waiting a full second to move each tile would cause a lot of pain if t[color=#1C2837][size=2]rying to move to othe[color=#1C2837][size=2]rside of wo[color=#1C2837][size=2]rld (game wo[color=#1C2837][size=2]rld will be at minimum 256x256 and bigge[color=#1C2837][size=2]r).
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[color=#1C2837][size=2]any othe[color=#1C2837][size=2]r suggestions?

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this is more of an implementation detail.

1) remove the meaning of tiles. Make it tileless or just hide the fact that it is tileless.
2) turn on "tiles mode" in battles only. [optionally use 3d collision shapes instead of tiles like phantom brave].

3) When you press the forward button, the player increases his speed = he can go faster and faster as time passes.
4) Dont make the player wait ten years just to see what happened, its a game, not television.

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