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What about a compromise?We could handle weak enemies that occur all over the map like in an action RPG, so you can defeat those with pressing the attack and defend buttons a few times, and for very strong enemies, bosses and maybe some quest-related fights, we can use a special tactical battle engine. Doing this will also make the gameplay more varied, which is often a good thing.It does give more work to code, but a lot of hands can do a lot of work .
Quote from: ben_g on December 08, 2012, 04:57:33 pmWhat about a compromise?We could handle weak enemies that occur all over the map like in an action RPG, so you can defeat those with pressing the attack and defend buttons a few times, and for very strong enemies, bosses and maybe some quest-related fights, we can use a special tactical battle engine. Doing this will also make the gameplay more varied, which is often a good thing.It does give more work to code, but a lot of hands can do a lot of work .I think that would make the system very awkward, unnecessarily bloated, and hard to handle from a programming standpoint. Since both ideas are almost equally popular we just need to choose one and stick with it.