| eyesiah |
March 24th, 2017 01:30 |
Quote:
Originally Posted by Kordanor
(Post 1061441722)
I strongly dislike it as well, but basically because you are just hammering pause 10 times in 2 seconds.
But in this game this seems to work a little differently and might not have the disadvantage other RTwP games have.
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So yeah we had a lot of debate about how to describe the gameplay system :D It's arguably more simultaneous turns than pausable real-time, but the thing is each "turn" is rather fast, being a beat of the music (actually, we split each beat into 4 units), and most actions take several of these "turns". So while your guy might be doing a 2-unit pistol-tap, an enemy might be in the middle of a 16-unit reload. So to try and make it a bit simpler to describe, we went with pausable real-time.
The thing is, the player doesn't actively pause and un-pause the game, so there's no constant hammering of the pause button like Baldur's Gate or something. We played around a lot in the early days with different ways of doing this, including some pretty crazy things where the game constantly looped a section of time, and ones where you were adjusting a plan that you had to then execute. But in the end we're pretty happy with what we wound up with. Basically the game pauses when you're thinking about what to do, and when you've given an order that order plays out, so the game unpauses to do so.
So yeah, maybe we could've come up with better ways of explaining things, but it's our first time writing marketing blurbs :) I actually have a couple of blog posts ready to go, that go into more detail on this system and also how our time manipulation abilities work. Those will probably go up in the next week or so as the kickstarter continues.
I'm happy to go into more detail if anyone has more questions though here first
Cheers,
Isaac
inbetweengames
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