News: Read the
RULES
before posting.
1 Hour
1 Day
1 Week
1 Month
Forever
November 22, 2024, 08:04:18 AM
Temple of The Roguelike Forums
»
Development
»
Programming
»
Realtime or semi-realtime turns
Home
Help
Search
Login
Register
« previous
next »
Print
Pages:
1
[
2
]
Author
Topic: Realtime or semi-realtime turns (Read 15600 times)
Krice
(Banned)
Rogueliker
Posts: 2316
Karma: +0/-2
Re: Realtime or semi-realtime turns
«
Reply #15 on:
November 04, 2011, 09:55:10 AM »
Quote from: OrangyTang on November 03, 2011, 12:28:06 PM
or does that not fit in with your exceptionally narrow world view?
Roguelikes are specific type of games. So yeah, it's a narrow game genre. I don't have a problem with it.
Logged
NON
Rogueliker
Posts: 349
Karma: +0/-0
Re: Realtime or semi-realtime turns
«
Reply #16 on:
November 04, 2011, 12:05:29 PM »
IIRC Baldur's Gate being real-time was only because it was first supposed to be a strategy game. As an RPG I think it would only have benefited from going turn-based. The game should test the reflexes of the character, not the player.
Logged
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.
Print
Pages:
1
[
2
]
« previous
next »
Temple of The Roguelike Forums
»
Development
»
Programming
»
Realtime or semi-realtime turns