GothicGothicness
SasqWatch
- Joined
- October 25, 2006
- Messages
- 6,292
I'd like to see a new take on turn-based, something that combines the tactical depth and deliberate pace with the power of todays graphics, physics and animation. What I am imagining is something where combat is more like "combat design" with the goal of creatin over the top combat like in the old Pirate or Zorro movies or in Kung-Fu flicks. You get to choose from a large variety of moves. You can move freely. Surroundings are fully interactive (Swing on chandeliers, hop on tables, tip over chairs, slide down the railing, smash it with a sledgehammer) and movement is governed by physics. Since it's all turn or phase-based, you can have much more calculation intensive effects. In the end you can playback the whole thing in real-time. Output as .avi is included, and an online video platform where you can upload your coolest fights is part of the advertising strategy.
It is simply not possible for turn-based combats, there is one thing about turn-based that is a KEY requirement each turn has to be fast! No matter how cool the effects are you'll get tired of them, if each units turn takes 10 seconds of cool effects, and you have 5 units, and 20 enemy units. that would be 250 seconds per turn and a serious combat could be 20 turns. That's 5000 seconds for one combat.
- Joined
- Oct 25, 2006
- Messages
- 6,292