Hi all,
I'm at a sort of crossroads with my current game project, facing a major design decision: should combat be turn-based or realtime???
The overall theme is lighthearted fantasy/D&D spoof with most of the gameplay being standard point'n'click in a fairly open game world, but there are also a number of short top-down combat sequences, which you need to win to proceed in the game.
Turn-based:
Pro:
- Keeps the same pace ("click at your leisure") as the rest of the game, which might work better for point'n'click fans.
- Probably feels more like getting out your battle map and miniatures during a pen and paper RPG session.
Con:
- Doesn't get the adrenaline flowing.
Realtime:
Pro:
- Provides a different type of challenge and a change of pace in the game, while not feeling quite as stupid as QTEs (sorry, just not a big fan of that concept!)
Con:
- Might feel frustrating to players with a preference for the straight point'n'click style.
I have a playable (but ugly) prototype version running, which simply skips over the combat sequences, so would really like to get these into the game now, but either choice will obviously take some time and effort to implement, so if any of you have comments on this I'd love to hear them - particularly with references to specific games you've played and either enjoyed or hated.
The plan is to not allow saving during combat, so it's like a very simple puzzle that must be solved in one go.
Any input much appreciacted! :o3
Comments
For a top-down view I'd say turn-based would be a more natural fit. If you go real-time, then I'd change the perspective as well.
It also depends on whether or not you can move the camera independently of the character/s. Look at some other top-down or isometric games:
GTA(original): Realtime - terrible combat, camera locked on player position
Command Conquer: Realtime - good combat, moveable camera
X-Com: Turn based - good combat, moveable camera