![]() Oct 20 2009, 12:30 pm
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I think I summarize one possible use for this with "Final Fantasy Tactics" style game.
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I have tinkered around with the new build a small amount and found it quite interesting. I am sure that it will be quite powerful in it's own time. While I could see myself working with the new isometric functionality on several of my older projects a lack drought of time in my life will prevent such dreams for the time being.
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The (currently hidden) beta build has a few interesting features in it as well, which should certainly help those looking to make an RPG.
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Now that I have finally played some of the Demos for the new iso system, My Team's next project (after Submerged) is going to be an RP Enforced, Player Run economy (ala HRH) set in either an Island during the 1940's-1960's (year is not certain or disclosed to the player) or in the year 2087 on a newly discovered planet that is half-way terraformed. I would definitely want to make this project isometric.
Not sure on which yet, but those are the two front runners. On the back end, I still might do Super Hero Bash, the online super hero RPG in which you can create your own super hero/villian , team up and create HQ's, go on missions and have a staff in place to control in game events (Comic Series). And before anybody says of City of Heroes for BYOND, I've had this game idea since joining BYOND in 2001. But I don't think we would go for the iso system unless a game comes out and shows me just how good the iso engine can be. |
If the back engine is the same and only the location and year level change, why not just give the host/lead player a choice of year and location, add some diversity on a per-server basis?
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I'd rather only have one server, possibly maybe an expansion pack in the future , but I'd love there to be a great back story, and the back stories are what allow for the "cool stuff"
For example, in the 2087 version, there is a main colony base where "something" went wrong, but nobody knows exactly what happened. So technology would play a big deal. For example, there would be a mutation pool full of an undisclosed substance (fuel spill, naturally occurring on the new planet?) in which the player could have a random chance of getting a good/bad mutation On the island version, we might have to have some type of ancient civilization that left behind certain blessed items or magical spell structures. So I completely understand what you are saying, but I would like to tackle one or the other and possibly have an expansion pack or sequel with the other. As always, the way I have our team structured is modular programming so the engine should be able to be easily modified! |
Depending on how modular your programming style is, you could probably make the back engine easy enough, and produce two separate games; if you're not one for my previous suggestion. ;)
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I was considering for a time to make Hazordhu isometric. It would allow for houses to have multiple stories, as well as the ability to show off the elevation and add in hills and more terrain.
It would take a looong time to convert all the icons, however. Maybe work off what Hazordhu has in a new project, starting as isometric? lol |