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Rethunkery
Blitzen- 09/14/2012 09:12 PM
Adneos has been rethunk. Working on an auto-battle system. The gameplay will focus on recruiting heroes, and the player will work to optimize hero combinations in order to win battles, which will be fought without player input. More "wind up and go" thank before, but gives me the chance to have more characters and a more epic feel to the game. Lots of new art, portraits, and sprites. Aesthetic will remain mostly unchanged.
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I must say the original idea had me the most excited. I usually like being able to command my characters directly.
Why not try a hybrid approach, as befits the setting? Give players full control over Adneos while giving his companions some level of A.I. Adneos, as team leader, can attempt to shout orders to his allies using "Command" but they may not always listen. If you order a wizard to combine spells with you on your turn, then cast Fire, you might find yourself casting alone; even worse, the wizard might cast Ice, weakening the effect.
(Or is this too complex to do in Rm2k3?)
Why not try a hybrid approach, as befits the setting? Give players full control over Adneos while giving his companions some level of A.I. Adneos, as team leader, can attempt to shout orders to his allies using "Command" but they may not always listen. If you order a wizard to combine spells with you on your turn, then cast Fire, you might find yourself casting alone; even worse, the wizard might cast Ice, weakening the effect.
(Or is this too complex to do in Rm2k3?)
Autobattles doesn't necessarily mean a loss of interactivity. It just means that the interactivity happens before and after the battles.
Look at it this way. When you select an attack in an rpg, you're not usually picking how and where to swing the sword*. You're skimming over that part to make your decisions on a different level. With well-implemented autobattles, it's the same. There's still strategy. It's not like the game is being played for you. You're just making broader decisions than "which element do I attack the slime with?"
*There are games that do get this in-depth. Legacy of Legaia, Saga Frontier, etc. I like them too.
Look at it this way. When you select an attack in an rpg, you're not usually picking how and where to swing the sword*. You're skimming over that part to make your decisions on a different level. With well-implemented autobattles, it's the same. There's still strategy. It's not like the game is being played for you. You're just making broader decisions than "which element do I attack the slime with?"
*There are games that do get this in-depth. Legacy of Legaia, Saga Frontier, etc. I like them too.
This sounds like a very risky move. Battles better be entertaining somehow because the pretty graphics aren't gonna cut it alone...
I'm envisioning Ogre Battle style, where player intervention in combat is extremely limited (or in your case, not present at all). You could go someplace cool with this.
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