STRATEGY RPG GAME IDEA
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author=LockeZWell I see strategy elements in many games, like in a RPG battle you get to choose skills which can paralyze for a turn, buff stats and do multiple attacks and etc, thats a form of strategy. I guess what I'm asking for is what can be defined as strategy in a game?author=supremewarriorYou'll have to more specifically define exactly what it is you don't want to use before anyone can offer alternatives.
I want to brain storm here, how could we make a game that involves strategy and strategic placement of troops/units? Without using the usual RTS, TBS and etc...
You could create groups of characters that have their strengths and weaknesses that have to counter the enemy's varied groups with their strengths and weaknesses.
You could make it similar to chess, but set in missions.
EXP for winning battles can Level-up them as if units would go up a rank in strategy games and they could learn new skills. Making the right choices to make more units survive can give bonuses in between and for upcoming missions.
Do you want your groups to hold specific characters of importance or should they all be disposable?
You could make it similar to chess, but set in missions.
EXP for winning battles can Level-up them as if units would go up a rank in strategy games and they could learn new skills. Making the right choices to make more units survive can give bonuses in between and for upcoming missions.
Do you want your groups to hold specific characters of importance or should they all be disposable?
author=ZephyrThis sounds good, I was thinking of having a leader for each party, it will be like Fire Emblem in which characters can die but it would benefit you if you didn't let them be killed. Combat is one thing but I'm still wondering how the game leads to combat, should it be something along the lines of hold this line till reinforcements arrive or shall it be like capture the city/town and etc, games like Company of Heroes and Dawn of War 2 have such gameplay.
You could create groups of characters that have their strengths and weaknesses that have to counter the enemy's varied groups with their strengths and weaknesses.
You could make it similar to chess, but set in missions.
EXP for winning battles can Level-up them as if units would go up a rank in strategy games and they could learn new skills. Making the right choices to make more units survive can give bonuses in between and for upcoming missions.
Do you want your groups to hold specific characters of importance or should they all be disposable?
Try using this game as a reference point.
TBS isn't hard to do in RM2k/2k3. It'll just be a gaggle of sphagetti code if you don't plan ahead. I've envisioned a couple of projects that are quite doable in 2k3, but I keep hitting roadblocks like complex pathfinding algos and variable limitations (yes, 5000 is not enough. And I've already considered combining 2 or 3 into 1 (eg. 923414 is 92, 34, and 14).
TBS isn't hard to do in RM2k/2k3. It'll just be a gaggle of sphagetti code if you don't plan ahead. I've envisioned a couple of projects that are quite doable in 2k3, but I keep hitting roadblocks like complex pathfinding algos and variable limitations (yes, 5000 is not enough. And I've already considered combining 2 or 3 into 1 (eg. 923414 is 92, 34, and 14).
Pointers solve the problem of running out of variables.
I stumbled into that fact accidentally during construction of a cbs, where I had multiple values being stored simultaneously, but I could never find them in the variable list to figure out how it was happening. Eventually I caught the error, I'd used the "value stored in index." I had a blind pointer that counted up with each variable entry and then counted back down during the execution phase.
The article referenced above, or one of the ones it links to, does a much better job of explaining pointers then I'm doing here.
Also... I think this thread is making me go blind. Ow.
I stumbled into that fact accidentally during construction of a cbs, where I had multiple values being stored simultaneously, but I could never find them in the variable list to figure out how it was happening. Eventually I caught the error, I'd used the "value stored in index." I had a blind pointer that counted up with each variable entry and then counted back down during the execution phase.
The article referenced above, or one of the ones it links to, does a much better job of explaining pointers then I'm doing here.
Also... I think this thread is making me go blind. Ow.
Yep, as Killer Wolf said. Using pointers you can access as many as 9,999,999 variables in rm2k3, which is more than enough for any of the typical path finding algorithms.
That said, it's perfectly possible to have path finding systems for maps of 30x30 (i.e. not too big) not using more then around 1500 variables (Where it'd pretty much be worst case scenarios if you'd had to use all of them for an execution of the path finding algorithm), and 3500 variables should be enough for the rest of the game unless you have some very special systems going on.
That said, it's perfectly possible to have path finding systems for maps of 30x30 (i.e. not too big) not using more then around 1500 variables (Where it'd pretty much be worst case scenarios if you'd had to use all of them for an execution of the path finding algorithm), and 3500 variables should be enough for the rest of the game unless you have some very special systems going on.
My point on the variable limit was more like 50 characters with 100 stats each or 100 with 50 (think Ogre Battle). Instant 5000 limit breach.
Pointers or no, got to store dem numbers somewhere :X
Pointers or no, got to store dem numbers somewhere :X
Its easy. Use pointers to access the "hidden" variables beyond 5000. You could literally start off with storing the first of fifty stats for the first of one hundred characters by recording said stat into theoretical variable 5001. By the time you hit variable index 10000, you have your whole block of information and wouldn't have made more than about 1 or two variables (the one you use as your pointer to access the bounty of "over 5000" variables) that would even SHOW UP in the F9 debug menu.
EDIT - Really not trying to trash up the topic, but I just did another little test with indexed variables. Dyhalto, you can actually even display them via the \v command. I set the index to 9999999 and used \v 9999999 to display the value stored to that address in a text box. Variable woes = over. If you have any experience with it, the index variable reference works fairly similarly to arrays in MMF2.
EDIT - Really not trying to trash up the topic, but I just did another little test with indexed variables. Dyhalto, you can actually even display them via the \v command. I set the index to 9999999 and used \v 9999999 to display the value stored to that address in a text box. Variable woes = over. If you have any experience with it, the index variable reference works fairly similarly to arrays in MMF2.















