Re: Let's Build an RPG!
Okay, guys,
I've got a lot of things to field here, a lot of offers, and am trying to figure out how to juggle them. I've received a couple of private offers on both the programming and design front, and am getting some overwhelmingly positive feedback here publicly too. Thank you to one and all. I'm not 100% committed to any one developer yet on anything, but will be engaging in some more dialogue with a few others as of late to see what we can see.
There is one thing I'm going to put my foot firmlly down upon, though, and that's combat.
Turn-based is the way it's going to go. I am not willing to change on this.
Real-time combat is fast and can get your adrenaline going in a specific way, and I will absolutely not take that away from it. There's a time and a place for it.
But turn-based combat, where you have time to think about what you want to do, has an appeal all its own. It allows you to plan ahead a little witho
ut a tight time constraint. It allows for greater strategy from bosses, since a player is actually going to have to think deeply to work around it. It also incidentally means that you can pseudo--pause the game in the middle of a fight if you want, instead of, say, getting into a boss fight you know is going to take awhile, getting a phone call, pausing the game and then hitting the unpause key and getting attacked out of nowhere.
Both styles have their niche, but this is very firmly a turn-based RPG. There's not a lot I can say or do for those who don't like that particular setup, but we don't really have many of these, and I want to make a good one.
And yes, I am more than happy to have things translated into other languages, since that will increase the audience and bring the experience to more people who, hopefully at least, will enjoy it.
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