HeroEngine Forums
Welcome, Guest. Please login or Register for HeroCloud Account.

Author Topic: [Resolved] Turn Based  (Read 1326 times)

BigDogGameStudios

  • General Accounts
  • *
  • Posts: 52
    • View Profile
[Resolved] Turn Based
« on: Oct 18, 11, 11:28:41 AM »

Ok I did a quick search of the forums and wiki before I have to jet off to work and did not come up with any results. My question is: When scripting for combat, is it possible to allow for a turn based system like Final Fantasy (That is the closest example I could think of). I realize there is a lot that can be done on the scripting side, BUT is the engine designed to support that kind of combat?
« Last Edit: Oct 26, 12, 08:56:24 AM by HE-Cooper »
Logged

HE-CHRISTOPHER

  • HeroEngine
  • *****
  • Posts: 424
    • View Profile
Re: Turn Based
« Reply #1 on: Oct 18, 11, 11:49:04 AM »

Simple Answer: Yes

Turn-based is simply real-time that only allows X actions and then prevents others until a new turn occurs.  Trivially implemented in script.
Logged
Christopher Larsen
CTO
HeroEngine

HE-Cooper

  • *****
  • Posts: 2221
    • View Profile
Re: Turn Based
« Reply #2 on: Oct 18, 11, 12:09:21 PM »

And as a side note, there are a number of games currently in development in the cloud doing turn based combat. Over 50 at last count. And most likely, one of the first 10 games to ship in the new HeroCloud will be a variant of turn based gameplay. They have teaser art and trailers up right now, called Visions of Zosimos.
Logged

FI-ScottZ

  • General Accounts
  • *
  • Posts: 1407
    • View Profile
    • Forever Interactive, Inc.
Re: Turn Based
« Reply #3 on: Oct 19, 11, 08:51:46 AM »

Thanks for the plug, Cooper  ;), you're check's in the mail.
Logged
Scott Zarnke
Lead Programmer, Visions of Zosimos
CTO, Forever Interactive, Inc.