I suspect there must be such an animal, but can’t think of one.
Hmm, how about a side-scroller roguelike? Even just ASCII?
*Worms *comes close, though I wouldn’t describe it as a “fighter game”, exactly.
Side-scrolling rogue likes are more plentiful, so much so that they’ve got their own genre name : Metroid-like or Castlevania-like. Even though neither *Metroid *nor *Castlevania *were procedurally generated. WazHack, Spelunky, Risk of Rain, Rogue Legacy… would all be examples.
The only turn-based fighting game I can think of is Toribash, and it’s definitely not a side-scroller. I can’t imagine how you’d make such a thing without it being a gimmick.
I can’t imagine how you’d make a fighting game turn-based. Do you mean a shoot-em-up?
My brain hurts. How would you make a Shoot-em-up turn based? @_@
… that’s a good question.
Same way you do it in D&D. You get to move so far during your turn, and fire once your turn, and then it’s the next person’s turn. Hope you have enough move to not be a sitting duck!
You could implement something like the old “Lost Worlds” card/gamebook game.
DoomRL is a turn based shoot em up.
Thanks, Kinthalis, those are good examples. The only two I know are Rogue Legacy and Spelunky, which are RT. Are the others also real time?
And yes, as Tom Scud suggested, I was thinking of a mechanic something like the old fighting game books where you pick a move and the opponent picks a move and the result is based off the picks. A simplified one, probably, although maybe not so simple as Rock, Paper, Scissors.
Ayup. Can’t think of any turn-based side-scroller off the top of my head. Plenty of isometrics or top-down, but not side-scrollers.
That’s sort of how the Combat Mission games work. They’re somewhat grognard-y tactical games with a somewhat unique “turn by turn real time” gameplay. Skirmishes and battles are divided in chunks of 1 minute. Which sounds short, but it’s a very long time in practice.
Each turn you have unlimited time to give orders to all of your dudes and tanks and off-map artillery support, your opponent does the same, then you both hit “go” and both sets of orders are resolved at the same time; with individual units being given some measure of AI autonomy to react to what they see or what unexpectedly happens to them during the uninterrupted 1 minute segment (like a hidden machine gun suddenly opening up on them while they’re leisurely strolling through an open field, a tank platoon cresting a hill and so on).
Then you get to do it again. There’s also a deliberate timelag between your giving new orders to a squad and their acting on those orders (the length of which varies depending on the exact status of their comms with the chain of command) to simulate the confusion of battle.
It’s a steep learning curve, but once you grok it it’s a real blast.
Then there’s the way Dominions 3/4 and Gratuitous Space Battles do it, which is : you setup your guys/ships (blind to what they’re up against), give them all a limited set of orders, still blind (go there, target those types of units first, etc…), and that’s it. You hit go, you finally get to see what the opposing team has, go “oh shit, that’s bad, that’s very bad, I should have…” and helplessly watch the carnage :).
The computer just takes over the actual rolling of dice and micromanaging, and applies those orders until somebody’s lost all their stuff.