As am I! In fact, when this gets implemented, I have plans to be working on a separate Fire Emblem-like project alongside DG, in a separate team.
I did notice a few pretty big omissions in the original proposal though, there are a few essential things for building a tactics RPG, and would be good things to additionally suggest, if they aren't implied or already possible in the original details:
-A conditions system for adjacent combatant units or objects and adding custom Actions. Using the classic Fire Emblem example, if an specific Ally is next to a recruitable enemy character, you can choose to 'Talk' to the unit, starting an event, and possibly converting the enemy combatant to your own side.
Another classic example (as seen in FFT): you need one of your units to pull a lever somewhere in the battle. You send your unit to the lever (either on top of it directly or adjacent, depending on what you want) and that unit gains a (Pull Lever) action.
So basically there should be checks/conditions for who is being controlled, who/what is being targeted, etc, so we can add custom actions.
-Different Areas may limit or enhance movement speed or other attributes
Moving through a desert/sandy areas may severely limit the movement speed of a character/class on horseback, while a character on foot would move through it normally. Forests and mountains slowing down the movement rate in general. Etc. Just having a way to mark specific grids as being able to limit or cut movement is pretty important.
-Attack Cinematics
When it comes to tactic-RPGs, there's generally two styles of how an attack is represented. Either the attack happens directly on the battlefield. (Tactics Ogre, Final Fantasy Tactics, Fallout 2) or upon attacking, you are brought to a separate screen via screen transition, where you can witness both units attacking each other in stylish fashion. (Fire Emblem Series, Advanced Wars)
Both of these styles being possible would be ideal, if not built in directly, then via battle events or something similar.
-Set-up Phase/Starting Formation
In most Tactics RPGs, when you begin a battle, you select from a list of Allies/Units to bring into battle, and place them down into a starting formation before the battle begins. This is a pretty important aspect of the genre and a UI/menu components would need to be implemented with this in mind.
-Grid-Highlighting
Being able to move the cursor (both mouse and keyboard controls) around the map, and display properties of any given unit (examining them, seeing what they have equipped, their name, etc) or what kind of terrain the particular grid is.
I think without these additions, there'd be a lack of versatility with what you could do with grid movement in the way of Tactics RPGs. Many of these things, I think, are already present in ORK in some form or implied in the original proposal; but the designer in me is a stickler for specifying tool requirements. :D
Well, that's no good. If Griffin doesn't return eventually (not really quite sure how to contact him/her!), perhaps I can take their place as representative. Would be a waste to lose the momentum, and I'd like to see this done (sooner rather than later) as well.
Does gil know how to contact Griffin?--Griffin must have gotten in touch with him somehow to get the price unless it was done via pm.
I expressed an interest even though I don't use turn-based battles right now. But nobody ever contacted me. It's a shame to have this hanging out in limbo.
I'd be fine with your being the representative Kirb. I'm sending you a pm.
Thanks. I'll wait a few more days to see if Griffin eventually shows up, but if not, I'll chat with @gamingislove and try to see what the original arrangement was. If I can wrangle up a new agreement (perhaps including some of my additions in the post above), I'll create a new thread and immediately contact everyone who was interested in this thread with the info, and maybe a google doc explaining the proposal/costs.
Just don't want the proposal getting stuck in limbo, as you say. :)
I just looked at my pm/message threads and realized I sent him a pm October 13th expressing interest and never got an answer. Of course people have trouble/accidents/tragedies/unforeseen events all the time in their lives so maybe something unforeseen happened but as we don't know it would be good if you could follow this up with gil. I hope Griffin is ok and this is just a topic that got lost somehow and can be recovered.
Kirb said: -A conditions system for adjacent combatant units or objects and adding custom Actions
That should already be doable with abilities and their target/use requirements. There's nothing additional for this planned in the grid battle system. If using abilities for this isn't practical, it'd require some additional special battle actions implementation which isn't part of the grid battle system (yet).
Kirb said: -Different Areas may limit or enhance movement speed or other attributes
Move costs for grid cells is scheduled feature - also grid cells using abilities (e.g. adding status effects) on combatants that walk on them is part of it and should add a lot of functionality :)
Classic Tooltip HUD use, at least when it comes to stuff like combatants. Displaying grid info to the player is currently not planned.
Adding new features (or changing scheduled features) is no problem - what Griffin posted was my feature proposal based on his request, if there's a need for additional/other stuff I can add it to the plan (which naturally increases the costs). Like it is with group buy proposals, that should be handled by the representative (collecting/negotiating feature wishes and telling me about it) - if Griffin can't do it any longer (we'll see), maybe Kirb or someone else can take over.
Post edited by gamingislove on
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
@gamingislove Thanks for the update, and the info! Going to adjust some of this google doc I've been writing up. When or if Griffin is still up for it, I'll talk to him about it.
Just wondering how new buyers of ORK can get the feature. I see that this is a great way to make challenging battles and have all the other functionality of ORK. How will new people buying ORK --not those who subscribe here--or existing Orkanites who don't subscribe but want to use the new turn-based, grid-based battle system at some point----be able to get it? Maybe they should pay a little more for a plugin than us?
Griffin never really quite clarified, but I'd assume we'd be aiming to make this a Public feature rather than exclusive one; that is to say, it would become part of the standard ORK featureset to be updated/maintained. :)
A feature like this would only be accepted as public feature - i.e. it'll become part of ORK's regular release cycle and everyone will get it.
Griffin contacted me - he's dealing with some personal stuff, so it'd be great if @Kirb could take over for him.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Understood. Beginning tomorrow, I'll contact you with a slightly revised proposal doc; contact everyone that seemed interested in this thread (hopefully Griffin can give me a list of people who sent him PMs to make this transition easier!), and start a new thread.
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
I did notice a few pretty big omissions in the original proposal though, there are a few essential things for building a tactics RPG, and would be good things to additionally suggest, if they aren't implied or already possible in the original details:
-A conditions system for adjacent combatant units or objects and adding custom Actions.
Using the classic Fire Emblem example, if an specific Ally is next to a recruitable enemy character, you can choose to 'Talk' to the unit, starting an event, and possibly converting the enemy combatant to your own side.
Another classic example (as seen in FFT): you need one of your units to pull a lever somewhere in the battle. You send your unit to the lever (either on top of it directly or adjacent, depending on what you want) and that unit gains a (Pull Lever) action.
So basically there should be checks/conditions for who is being controlled, who/what is being targeted, etc, so we can add custom actions.
-Different Areas may limit or enhance movement speed or other attributes
Moving through a desert/sandy areas may severely limit the movement speed of a character/class on horseback, while a character on foot would move through it normally. Forests and mountains slowing down the movement rate in general. Etc. Just having a way to mark specific grids as being able to limit or cut movement is pretty important.
-Attack Cinematics
When it comes to tactic-RPGs, there's generally two styles of how an attack is represented. Either the attack happens directly on the battlefield. (Tactics Ogre, Final Fantasy Tactics, Fallout 2) or upon attacking, you are brought to a separate screen via screen transition, where you can witness both units attacking each other in stylish fashion. (Fire Emblem Series, Advanced Wars)
Both of these styles being possible would be ideal, if not built in directly, then via battle events or something similar.
-Set-up Phase/Starting Formation
In most Tactics RPGs, when you begin a battle, you select from a list of Allies/Units to bring into battle, and place them down into a starting formation before the battle begins. This is a pretty important aspect of the genre and a UI/menu components would need to be implemented with this in mind.
-Grid-Highlighting
Being able to move the cursor (both mouse and keyboard controls) around the map, and display properties of any given unit (examining them, seeing what they have equipped, their name, etc) or what kind of terrain the particular grid is.
I think without these additions, there'd be a lack of versatility with what you could do with grid movement in the way of Tactics RPGs. Many of these things, I think, are already present in ORK in some form or implied in the original proposal; but the designer in me is a stickler for specifying tool requirements. :D
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
In any case, sent a PM earlier this week asking for more info regarding this, as I'd like to see it happen.
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Well, that's no good. If Griffin doesn't return eventually (not really quite sure how to contact him/her!), perhaps I can take their place as representative. Would be a waste to lose the momentum, and I'd like to see this done (sooner rather than later) as well.
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
I expressed an interest even though I don't use turn-based battles right now. But nobody ever contacted me. It's a shame to have this hanging out in limbo.
I'd be fine with your being the representative Kirb. I'm sending you a pm.
Thanks. I'll wait a few more days to see if Griffin eventually shows up, but if not, I'll chat with @gamingislove and try to see what the original arrangement was. If I can wrangle up a new agreement (perhaps including some of my additions in the post above), I'll create a new thread and immediately contact everyone who was interested in this thread with the info, and maybe a google doc explaining the proposal/costs.
Just don't want the proposal getting stuck in limbo, as you say. :)
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
@Kirb
Regarding your questions: That should already be doable with abilities and their target/use requirements. There's nothing additional for this planned in the grid battle system.
If using abilities for this isn't practical, it'd require some additional special battle actions implementation which isn't part of the grid battle system (yet). Move costs for grid cells is scheduled feature - also grid cells using abilities (e.g. adding status effects) on combatants that walk on them is part of it and should add a lot of functionality :) That should already be possible through battle events. That's currently not planned. Classic Tooltip HUD use, at least when it comes to stuff like combatants. Displaying grid info to the player is currently not planned.
Adding new features (or changing scheduled features) is no problem - what Griffin posted was my feature proposal based on his request, if there's a need for additional/other stuff I can add it to the plan (which naturally increases the costs).
Like it is with group buy proposals, that should be handled by the representative (collecting/negotiating feature wishes and telling me about it) - if Griffin can't do it any longer (we'll see), maybe Kirb or someone else can take over.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Just wondering how new buyers of ORK can get the feature. I see that this is a great way to make challenging battles and have all the other functionality of ORK. How will new people buying ORK --not those who subscribe here--or existing Orkanites who don't subscribe but want to use the new turn-based, grid-based battle system at some point----be able to get it? Maybe they should pay a little more for a plugin than us?
Thanks, Kirb, for trying to get this done. : )
Griffin never really quite clarified, but I'd assume we'd be aiming to make this a Public feature rather than exclusive one; that is to say, it would become part of the standard ORK featureset to be updated/maintained. :)
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Griffin contacted me - he's dealing with some personal stuff, so it'd be great if @Kirb could take over for him.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Understood. Beginning tomorrow, I'll contact you with a slightly revised proposal doc; contact everyone that seemed interested in this thread (hopefully Griffin can give me a list of people who sent him PMs to make this transition easier!), and start a new thread.
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames