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About AlecS

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  1. I was about to let this thread die since I've just found many discussions on the subject. However your just mentioned something none of them have. Most threads I've read say the inventory should for the game style, which of course is true. You are the first to suggest it should suit the players purpose. I know I said this would be an open discussion, but figured this would be a good time to use my own concept as an example. In my game, the player and his/her party of 3/4 are acting largely unsupported (think fallout but not post-apocalyptic) which people tend to equate with large list inventories. However it is a resource limited game so large inventories (skyrim style) would not fit. The players purpose is covert, so carrying a diablo bag full of large pieces of phat loot wouldnt suit either. Thus I'm leaning towards graphical list, but limited by realistic item sizes. E.g a bag holds 25litres, so the player can carry lots of small, 0.5l bottles, or a few bigger flasks. Weight plays a part too but that's based on character strength.
  2. Hi :) this was more a general discussion of pros and cons from differing points of view :) but seeing as you raised it, that's an option I was considering. The other was a list (easily viewable images+text) with each item having volume and weight.
  3. Hi All, Interested to hear peoples thoughts on whether in a fallout style RPG you think grid or list style inventory works best or if both have their place. To start things off, here are my thoughts. Grid based. Pros. Familiar, easier to find items visually?, can implement different sized items for some inv management games. Cons. Micro management of inventory can detract from the game for some. List based. Pros. Removes the need for management. Can manage different sized items with 'size' and capacity variables rather than playing Tetris. Cons, harder to quickly glimse items. I am familiar with grid and my brain went there girst, but am strongly considering list type for my game. Fire away :)
  4. AlecS

    Tactical RPG tactics

    Ill take a look at Shadowrun thanks :)
  5. AlecS

    Tactical RPG tactics

    Hi Ferrous,   Cover I think is solveable easy enough using a system like you described above. I was thinking of a system which adds 1 or more 90degree field(s) of cover to a character centered where they are against cover. The range issue is something ive been thinking about too. All the systems I think of to solve it essentially turn it into a quasi grid based system. e.g. make weapon ranges round in 1m increments as a very basic example just turns it into a free grid...   DanglinBob,   Sorry for the confusion, I used those 2 as a reference due to the fact they are both turn-based and grid-based. Wasteland2 is more similar to FO than XCom :) Im with you though, Fallout2 is my all time favorite game and is more the direction my concept is heading.   The reason I bring up tactical combat RPG's, is because I see no reason some elements of tactical RPG's such as Wasteland2 cannot be introduced into a Fallout style game, for example a cover system & ambush, while retaining the heavier RPG elements of Fallout.   For the record my game concept is free movement normally, but snaps to grid when combat is initiated. The purpose of this discussion was because I feel grid movement breaks the suspension of disbelief a little, so I wanted to assess whether free movement systems can be made as tactical as grid-based. Ultimately, gameplay will win out for me and from the short discussion so far it seems like the tradeoffs to go free-move are not worth it.   Slightly off subject but you raised another subject which I find interesting :) Having played both (Fallout many times, Wasteland2 once), I personally think the main differences are not the combat systems but the level/area design. Combat in W2 occurs in areas which are designed specifically for each encounter. Obstacles, cover, enemy positions etc are placed with priority given to tactical movements. Compare that to Fallout where combat occurs anywhere and in areas which are designed for the look and feel more as a priority.    That said, i'm sure if Fallout had cover systems/ambush that would have changed things since the designers would not waste time on a cover system without having areas designed to use it.   That and Wasteland 2 is to a large extent 'on rails' with the stations being encounters :)   Thanks for the discussion people.   PS. Never played Jagged Alliance, probably should!
  6. AlecS

    Tactical RPG tactics

    Thanks Ferrous. In a way, those are my thoughts too. I personally lean towards grid based, but I suspect its more for nostalgia. Good thought regarding fiddling. On one hand, free movement offers a more fluid gameplay experience but as you say, on the other hand it could get frustrating. If one could implement a cover system which removed the fiddling that would negate this effect a bit I imagine.
  7. Hi All, I'm in the conceptual stage of an RPG (aren't we all lol) and an interested in feedback regarding 2 combat styles. I'll preface by saying I'm hoping this doesn't turn out to be a grid vs free debate, that's been done to death already. The game will be like Fallout/Wasteland2 and their kind. Set in the future with a focus on ranged combat, but melee will have it's place. Squad size 4-6 characters, turn based combat. Now I'll start by saying I don't buy the argument that grid based is dead because it was only done back in the day due to limited processing capabilities. Sure, perhaps back then that may have been the case, but regardless of it's origins it introduced a level of tactics very hard to reproduce with free movement and still has its place. Wasteland 2 and XCom for example are modern examples. Which brings me to my question. What systems could a turn based, free movement game implement to replicate grid based tactics and do you think a free movement game can achieve this goal? A few ideas of my own: - move distance per action point system - Character direction and field of view. - Directional cover Look forward to your opinions.
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