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> Overhead Vs. Platformer Rpg, VOTE PLEASE
theweirdn8
post Mar 5 2011, 06:32 AM
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Should I use a overhead, or a platformer for a rpg.
Please note that both engines are almost the same, I just need to tweak it a little more.

Overhead:



Platformer:


Please vote and explain why.

This post has been edited by theweirdn8: Mar 5 2011, 06:34 AM


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elliott20
post Mar 5 2011, 10:07 AM
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That depends entirely on what it is you're trying to do and how your system is constructed. It also depends greatly upon your aesthetics.

Usually, however, when you see a platformer setup, you're looking at an action game with RPG elements.

By the way, the presence of platforms means that one of the most important aspects to consider is ability to jump and that's a huge mechanic to consider. So I'm really failing to understand how you can say that both engines are very similar.
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Sol Fury
post Mar 5 2011, 02:42 PM
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Are you jumping in the top-down perspective as well?

The key thing really is are you making a platform game or an RPG. For a platform game, it needs to be side-on view to my mind - in top-down, it is very hard to judge jumps up or down the screen sometimes. At least, I have trouble with them. Also, if it is an RPG, the platforming element should be a secondary element of the design and there shouldn't be too many pixel-perfect jumps - those are frustrating enough in a platform game, but an RPG should probably be a bit easier as the emphasis is elsewhere. Take a look at the first two Valkyrie Profile games - they are a hybrid of platforming and RPG, but the platforming is much simplified in the main game, with only a few tricky areas. The emphasis is on battle and on exploring these (two dimensional) labyrinths, not on pixel perfect jumps, though the secret areas do crank that up a fair amount, especially in Silmeria.
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Guinevere
post Mar 5 2011, 03:11 PM
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OVERHEAD:
I like it because you can move SIDEWAYS and cause its generally less irritating, because the controls are similar to most games.
SIDEWAYS:
Mario is an example of what this style is used for. For an rpg, it's not as useable, and has unusual controls. No sideways, but jump. This way should never be used for a rpg, because it makes it difficult to add any game elements other than battles (no hidden events,no secret exits, etc.) Even ssbb subspace emissary with a terrific plotline, was limited since it used this style.

This post has been edited by annika sai: Mar 5 2011, 03:12 PM


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Titanhex
post Mar 6 2011, 12:14 AM
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You know just a point, but Zelda II used both of these styles.


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Harryb412
post Mar 6 2011, 01:56 AM
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QUOTE (annika sai @ Mar 5 2011, 04:11 PM) *
OVERHEAD:
I like it because you can move SIDEWAYS and cause its generally less irritating, because the controls are similar to most games.
SIDEWAYS:
Mario is an example of what this style is used for. For an rpg, it's not as useable, and has unusual controls. No sideways, but jump. This way should never be used for a rpg, because it makes it difficult to add any game elements other than battles (no hidden events,no secret exits, etc.) Even ssbb subspace emissary with a terrific plotline, was limited since it used this style.

Valkyrie Profile.
A platform RPG that didn't feel limited at all and is in fact probably one of the best RPGs I have ever played.
Though, this could depend on how the battles are done, if it is an action RPG then platforming is better for fighting, see Castlevania.


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squirrelmg
post Mar 9 2011, 10:30 AM
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Zelda II was such a great game... good point Titanhex.

The player's preference is that the game is enjoyable, so just try your game out in the styles you are considering and decide which style is more fun to play.


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Arbor
post Mar 9 2011, 02:31 PM
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I like overhead. IT feels like there's more option of where to go.


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theweirdn8
post Mar 19 2011, 05:05 AM
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I am gonna have to say, "bump". I need more feedback.


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Rob_Riv
post Mar 19 2011, 05:28 AM
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QUOTE (theweirdn8 @ Mar 19 2011, 01:05 PM) *
I am gonna have to say, "bump". I need more feedback.

What other feedback do you need?


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Titanhex
post Mar 19 2011, 07:23 AM
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Since you're pondering them both I say go with a hybrid like Zelda II did. We haven't seen one of those in a long time, and there's a lot of potential to expand on what they did.

Incase you're unfamiliar with the design, Zelda II made the world map overhead. In the worldmap you could pretty much free-roam like in a typical RPG, but every few steps 3 enemies would appear and chase you down. If you run into these enemies you'd be ported to the middle of a side-view map (The map depended on the terrain and the enemy you ran in to). You'd have to reach either the left or right end of the map to leave back to the world map, while striking enemies down as you go. (You would achieve this with a sword strike or spells that would deplete your magic bar.)

If you killed an enemy, it would help you level up. You could level up your life, magic, or attack power.

Meanwhile, the world map would have towns that you could go through in side-view, and caves to explore. There'd also be giant palaces or dungeons, which you would explore and go through to find treasures and upgrades, etc. which would often contain a boss at the end. The game made use a number of mechanics.

So my suggestion is if you have the capability to do both, then do both using the Zelda II outline. You'd get stars for using a rarely seen hybrid.

This post has been edited by Titanhex: Mar 19 2011, 07:25 AM


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elliott20
post Mar 19 2011, 05:13 PM
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that is, if the technical aspects of it don't seem too daunting. I wouldn't do that, mostly because I have NO idea how to go 2D with the RM engine.
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Titanhex
post Mar 19 2011, 08:27 PM
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Neither do I, but if he suggested it he must have some way of doing it.


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elliott20
post Mar 20 2011, 06:35 AM
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let's hope that's true. If not, he has a much bigger problem to tackle than sidescroll vs. overhead.
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Ninjuit
post Mar 20 2011, 08:29 AM
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The topic poster said he's a masterful scripter; if that's true, he'll easily turn RM into a platform engine. I'd recommend Game Maker or a custom engine though. RM is far too limiting and lag is a bitch. As for the topic...

Overhead - This type of game works better in slower paced, story driven RPG type games. Action/Combat is usually much less complex or it ends up being a button-mashing romp to kill swarms of enemies (read: not extremely fun). This happens because a lot of indie developers have no idea what they are doing with level design and enemy spawning and placement. If you want to create a game that immerses the player more into the world as opposed to into the gameplay, I suggest this style, because as stated earlier, it allows for more exploration and almost literally, just more dimensions. On the other hand, if you want to focus on gameplay, it's a little bit harder because of the lack of jump (level design however is much easier to do and obstructions are much less important). I should also note than puzzles are, in my opinion, easier to implement, as long as you are doing everything custom.

Platform - I'm utilizing this version for my current game. Without being fully custom or having a large reservoir of resources, this method is going to be the hardest, but will pay off for combat and gameplay portions of your plot. Platformers are essentially based on combat and the added ability to jump adds a dimension that isn't usually available in the overhead subgenre of RPGs. Level design is a major, major concern here, because bad level design, or even average level design, can destroy the flow and mar the combat or exploration of your PC (Player Character). If you want a combat focused game choose the platformer. Implementing a deep story will be hard (and I'm still in the process of trying it out), but a lot of the most famous indie games are in this style, though I personally thing their level designs tend to suck. If you gave a knack for level designing and developing nice combat systems, go for this. Otherwise stick with overhead. This is definitely the harder side to pull of well without a design background. On the flip, it's easier to make content and has a much more rapid prototyping process. tongue.gif

In other words, both are good, but for different things. What do you want you game to be like?


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elliott20
post Mar 20 2011, 06:14 PM
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I still think the OP needs to talk more about what he is trying to do with the engine instead of just hearing the pros and cons of each type. If he wants some more concrete advise, he needs to bring forth a more concrete design concept.
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theweirdn8
post Jul 7 2012, 07:44 AM
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Guys, thank you all for the valuable feedback, by the way I won't be using RPGM for my game.


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