i wonder if flare engine can make game like Final Fantasy system(TBS) .... i hope flare can change action system to turn base system too
Flare's engine can't handle turn-based gameplay. However, the art could certainly be highly reusable in a game engine that does.
I've actually been loosely fooling around with the idea of forking the FLARE engine to implement a turn-based combat system (something like the system used in Spiderweb Software's Geneforge series, where turns/action points only apply in combat and not when simply moving about the world), but I'm not terribly familiar with the current codebase, so I can't say whether it would be worth attempting or not. A turn-based system certainly wouldn't fit in with the current direction of the project, but it could definitely be an interesting experiment on its own.
A lot of Flare's engine is built with action gameplay in mind (it's even part of the name!). I don't plan to support turn-based gameplay in the core engine.
I'd be quite happy for anyone to fork the engine and gut it to create a turn-based engine. But note that there may already exist some engines that do this well. Example: it looks like one of the the FIFE engine's major goals was to reimplement Fallout 1/2 which uses turn-based gameplay. It's quite possible that one could combine Flare's assets with the FIFE engine to get up and running quickly.
iT'S FORKING TIME!
LOL
All you would do is make the monsters chase you and then it goes to the gameState of turn-based strategy.
Correcto?
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Yes, basically you can subdivide the current "GameStatePlay" into the player's turn and the enemies' turns. That would be the primary change.
Beyond that it would be changing some features to turn-based, tile-based conventions. The targeting system would probably involve choosing a specific tile. Area spells would target a pre-set tile area shape. Movement would be changed to tile-based instead of free roaming. etc.
I like the way this was done in games like Baldur's Gate - although real time, you could pause at anytime to issue orders, and there was an auto-pause that meant the game would pause at the end of every "turn". So it had the advantages that turn-based systems had, without really changing the nature of the real-time game. It's also much easier to implement when you have a real-time game.
I think a true turn based game (where everyone takes a move in turn) is a much more significant change, and there's a risk of losing the playability. I did try this with a game I was writing a few years ago, but the pace just seemed very slow - you move, but then you have to wait while every enemy has to move in turn. It works okay for things like strategy games, but less so when it's something where you expect things to behave more like real life.
It works okay for Rogue-likes because the movement is instant, so a turn-based game is still fast moving, and can be played similar to real-time anyway, but this doesn't happen if you have a game with animation.