After playing a cRPG, I decided to try and script a text encounter in OpenMW.
https://www.youtube.com/watch?v=RjRrmY4 ... e=youtu.be
cRPG event experiment
Re: cRPG event experiment
Very nice! Chasing a cat has never been more entertaining.
And you even thought of a little "quest" reward.
And you even thought of a little "quest" reward.
Re: cRPG event experiment
Cool! Now make party of heroes and turn0baced combat and we can start do M&M6 remake
- DestinedToDie
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Re: cRPG event experiment
Unfortunately I prefer to be a lone wanderer.
I think turn-based combat isn't necessary. Morrowind combat already operates under dice rolls and cRPG rules.
I think turn-based combat isn't necessary. Morrowind combat already operates under dice rolls and cRPG rules.
- silentthief
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Re: cRPG event experiment
andBiboran wrote:Cool! Now make party of heroes and turn0baced combat and we can start do M&M6 remake
---DestinedToDie wrote:I think turn-based combat isn't necessary. Morrowind combat already operates under dice rolls and cRPG rules.
Could be done with modding, if you really wanted to. The required steps for this would be summarized by having liberal use of paralysis and burden to "force" the turn based movement.
ST the turned
- DestinedToDie
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Re: cRPG event experiment
But don't you think that when the player sees this, they will feel like these scripted spells being forced on them are kind of redundant? It would be far better if they don't see these things going on and the combat would be designed for turn-based, rather than hacked to be turn-based. My philosophy on this is to always stick to for what the engine was meant to be used in hopes of providing smooth-looking gameplay.silentthief wrote:The required steps for this would be summarized by having liberal use of paralysis and burden to "force" the turn based movement.
Re: cRPG event experiment
Except M&M 6 is not purely turn-based combat, but an option of real time or turn.
- silentthief
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Re: cRPG event experiment
Pretty sure that turn based combat can still be done without scripting spells, using disableplayercontrols script to stop player:DestinedToDie wrote:But don't you think that when the player sees this, they will feel like these scripted spells being forced on them are kind of redundant? It would be far better if they don't see these things going on and the combat would be designed for turn-based, rather than hacked to be turn-based. My philosophy on this is to always stick to for what the engine was meant to be used in hopes of providing smooth-looking gameplay.silentthief wrote:The required steps for this would be summarized by having liberal use of paralysis and burden to "force" the turn based movement.
http://www.uesp.net/morrow/editor/mw_cs ... ercontrols
instead of
and for NPCs since you cannot use that no them, you'd have to use startcombat/stopcombat to get the NPCs/monsters to attack on demandsilentthief wrote:Could be done with modding, if you really wanted to. The required steps for this would be summarized by having liberal use of paralysis and burden to "force" the turn based movement.
ST
Re: cRPG event experiment
You have option to freeze time and start classic combatSslaxx wrote:Except M&M 6 is not purely turn-based combat, but an option of real time or turn.
Re: cRPG event experiment
Or Wizardry 8. Wiz8 also supports realtime/phased and turn-based combat. It also had a much more interesting party dynamic.Biboran wrote:Cool! Now make party of heroes and turn0baced combat and we can start do M&M6 remake
The "blobber"-style party support would be of interest, at this point. That said, I'd be more interested in a "group"-style party ala the companions you can get in Skyrim (and the mercenary in Tribunal) or Ultima VII.