LWFlouisa
Still Fresh
- Joined
- May 6, 2018
- Messages
- 15
- Age
- 36
It seems like in game design, cross-genre is more the norm than it is in fiction.
I dabbled in some roguelike development during the 7DRL section, though the second time the map flowed a little weirdly, and I use numbers based terminal GUIs for certain functions instead of what one might more typical expect out of rogue-like games.
I like more roguelike functions, and less doing a true roguelike. Specifically precedural dungeons, and perma death.
But I like the graphical quality that comes with Turn based tactical RPGs like FF tactics. (Battle specific, and normal town navigation isn't turn based.) Though I find tiles a little strict, and prefer the Cluster based turn based tactical system in Arc The Lad: Twilight Of The Spirits.
Cluster based, for lack of a better term.
Not getting why this is off topic from finding a game design team.
I dabbled in some roguelike development during the 7DRL section, though the second time the map flowed a little weirdly, and I use numbers based terminal GUIs for certain functions instead of what one might more typical expect out of rogue-like games.
I like more roguelike functions, and less doing a true roguelike. Specifically precedural dungeons, and perma death.
But I like the graphical quality that comes with Turn based tactical RPGs like FF tactics. (Battle specific, and normal town navigation isn't turn based.) Though I find tiles a little strict, and prefer the Cluster based turn based tactical system in Arc The Lad: Twilight Of The Spirits.
Cluster based, for lack of a better term.
Not getting why this is off topic from finding a game design team.