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This has been a general game design topic in the past in other forums/media, back when RPG games were more abundant with consoles and such. Normally the two terms "fast-paced" and "turn-based" are opposites, where fast-paced would relate to more action-oriented RPGs (non-turn-based, usually anything that involves actively moving your character around in battle to dodge attacks or position yourself) and turn-based would usually relate to taking your time to take strategic actions or to make the best possible move in your situation in chess fashion.
Slowly integrating these two elements is quite difficult, so how would you plan on doing it? So far the popular suggestions from other past forums on the topic have been these three points, but more would be better.
Slowly integrating these two elements is quite difficult, so how would you plan on doing it? So far the popular suggestions from other past forums on the topic have been these three points, but more would be better.
- Timed turns to put pressure on the player to make an illusion of "fast-paced"
- Quick, short and fluid battle animations, without the use of a combat log. As soon as you see the damage popup of your player/enemies' attack, the next actor/enemy is already starting to perform their action.
- Action Commands on player attacks/skills to enhance them and keep player focus.
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