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 Tactical Rpg
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Stratos




PostPosted: Thu Apr 08, 2004 1:12 pm   Post subject: Tactical Rpg

How would I go about making a Tactical Rpg, like Final Fantasy Tactics or Tactics Ogre? I don't care about graphics, I plan to use letters and numbers to represent units instead.
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Paul




PostPosted: Thu Apr 08, 2004 2:18 pm   Post subject: (No subject)

You could use 2D arrays or isometrics (which I don't understand) and input the values of different units in the 2D array, and each has a different attribute etc.
Delos




PostPosted: Thu Apr 08, 2004 4:37 pm   Post subject: (No subject)

Here's a great tutorial:
http://www.compsci.ca/v2/viewtopic.php?t=502

You'll need this:
http://www.compsci.ca/v2/viewtopic.php?t=2325

And this:
http://www.compsci.ca/v2/viewtopic.php?t=366

That and a lot of patience and planning. One of the keys to an RPG is interaction - how much can the User interact w/ their surroundings and elements. With Turing, it will be limited, but if you're going for a text/ASCII based, there's quite a bit you can do.

Check out A Last Hope if you have the chance, it's a fine example of what a little work can do with Turing.
http://www.compsci.ca/v2/viewtopic.php?t=2007
AsianSensation




PostPosted: Thu Apr 08, 2004 7:44 pm   Post subject: (No subject)

as people have mentioned, you need to use isometric views to do this. Unless you don't care about isometric-ness, then you can use plain grid. The important stuff for this game would be the same for any RPG games. That is, being replayable, stats raising, level gaining things.

For isometric, there is a pretty good tutorial somewhere, I came across it once when I was searching on google. It wasn't turing specific, but it was the algorithm behind it, and that's basicly what you needed to know.
Stratos




PostPosted: Wed Apr 14, 2004 9:38 am   Post subject: (No subject)

Thanks, the second link was extremely useful.
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