![]() In first person view where you can only see in one direction, turn-based combat takes away tactical movement and reduces combat to a locked in place affair. Turn based combat works really well from a topdown perspective where you can see all the units and can think about the best tactics. We also had our doubts about turn-based combat. One problem we quickly realized was that the player would be focused on the minimap when exploring the randomly generated dungeon and all the gorgeous 3D graphics would be almost like a gimmick. We even made a quick prototype entitled Grimrogue with turn-based combat and a minimap in one corner of the screen. Turn-based combat would probably work better than pure realtime. Legend of Grimrock is a first-person action role-playing game with tile-based movement and realtime game mechanics. There are no ladders leading to or from this area, but there are ladders leading to the area you can jump down to (2 tiers down) below the area with the sign. With this design levels would be procedurally generated, with some custom made levels here and there. There was a chest directly under a sign that says 'Underneath' on a ledge 1 tier down from the 'main' part of the bog, in about the middle of the map. After all, the tile-based nature of Grimrock seems to be a perfect match with roguelike game design. ![]() ![]() Everybody loves a good roguelike, right? Antti and I are big fans of roguelike games here at the office, so it was only natural that this idea, the amalgamation of a roguelike game with Grimrock, has popped up every now and then in our discussions.
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