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RPGFanboy: They confirmed it on the kickstarter page :)

The game will initially be in the English language, however additional localizations may become available dependent on stretch goals. We want as many players as possible to be able to experience Seed of Nostalgia, with your help, we can get there.
Keep in mind that GOG is a currated store, so intention from developer does not necessary mean it will be released here. It has to go through the process, and GOG can reject it.
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dtgreene: I actually found it to be the worst of possible worlds, combining the flaw of both systems while lacking both the rhythm of turn-based and the fluidity of real-time.

Thing is, with RTwP, you either:
* Have to be quick to press the pause button (spacebar IIRC) before things get too far out of control; I consider this to be a dependence on action gaming skills
* Get constant autopauses at irregular (and unpredictable) intervals, making the battle not really flow
* Or worse, get both, as the autopause settings cover some situations (including some "false positives" where you just resume), but not all.
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timppu: You just have to reconfigure the autopause options to pause only in instances where you'd probably want to pause the fight anyway. The default settings are off, but with little optimizing it becomes great.

Thing where you want autopause to be triggered:

An enemy or a trap is sighted.
A party member is in a critical condition.
A party member dies.
Weapon is unusable.
Your target is dead.

That's about it IIRC. No need to manually autopause pretty much ever.
Still leads to choppy gameplay.

(And sometimes there;s the situation where the particular autopause option I'd want isn't available.)

Also, your post reminded me of something: Ground raps and pathfinding (especially when pathfinding is the only way to move somewhere, another problem I have with those games) do not mix. A game with ground traps should let you control your characters directly, while a game with no manual player control should not punish the player for stepping in certain places.

(There's also the fact that you can't access the combat log after death, so if you die suddenly you don't even get to see how you died.)
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Xeshra: Any chance we will see this on GOG? I like the art and "old school turn based RPGs", so it got potential. Of course hard to say for now how it may turn out but the direction is clear.

https://www.youtube.com/watch?v=dcIXHje3OaE

Well, according to the "strech goals", apart from Steam, GOG, itch.io and 3 console platforms are considered.

https://www.kickstarter.com/projects/primitivepixels/seed-of-nostalgia
https://www.gog.com/dreamlist/game/seed-of-nostalgia
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dtgreene: Still leads to choppy gameplay.
Turn-based combat is choppy all the time, you have to pause constantly even when you don't really want to.

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dtgreene: (And sometimes there;s the situation where the particular autopause option I'd want isn't available.)
With the above settings, I haven't really ever come to the situation where I needed to manually pause combat.

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dtgreene: Also, your post reminded me of something: Ground raps and pathfinding (especially when pathfinding is the only way to move somewhere, another problem I have with those games) do not mix. A game with ground traps should let you control your characters directly, while a game with no manual player control should not punish the player for stepping in certain places.
Infinite engine lets you control where you want the character go. Naturally if you try to send them across the map, of course they have to decide which path to use if there are multiple choices. You can overcome that by going with smaller steps.

Autopause when a trap is detected takes care of the problem of accidentally running into traps. Then you can either stop, back down or remove the trap. Or if you were not careful and use a thief scouting for traps, then it is your own fault if you didn't notice the trap and ran into it. Maybe that is even your preferred action if your tank has so much HP anyway that it doesn't care if it triggers some traps.
Post edited April 14, 2025 by timppu
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dtgreene: Still leads to choppy gameplay.
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timppu: Turn-based combat is choppy all the time, you have to pause constantly even when you don't really want to.
Thing is, turn based combat has a nice rhythm to it. Pauses happen at a consistent and predictable rate, and aren't something you have to do. (In fact, in a sense strictly turn based games don't even need a pause function in the first place!) In a game like Wizardry or Dragon Quest, for example, you set commands for everyone, sit back and watch, and once the dust settles, it's time to enter more commands. Some games, like Final Fantasy 10, show your action immediately, and then as soon as it's another party member's turn you get to enter a command without having to rush or anything like that.

Importantly, a pause isn't going to interrupt an action, except in a few special cases (think Solarbeam from Pokemon, but even then I believ4e you don't get a pause or opportunity to enter a command then, or perhaps LifeSong from Dragon Quest 6/7 which revives characters but takes two turns).
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dtgreene: Also, your post reminded me of something: Ground raps and pathfinding (especially when pathfinding is the only way to move somewhere, another problem I have with those games) do not mix. A game with ground traps should let you control your characters directly, while a game with no manual player control should not punish the player for stepping in certain places.
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timppu: Infinite engine lets you control where you want the character go. Naturally if you try to send them across the map, of course they have to decide which path to use if there are multiple choices. You can overcome that by going with smaller steps.

Autopause when a trap is detected takes care of the problem of accidentally running into traps. Then you can either stop, back down or remove the trap. Or if you were not careful and use a thief scouting for traps, then it is your own fault if you didn't notice the trap and ran into it. Maybe that is even your preferred action if your tank has so much HP anyway that it doesn't care if it triggers some traps.
The Infinity Engine (and way too many other RPG-like games) don't let you directly control movement; all you can do is click on a place to move and hope that the game's pathfinding algorithm takes you there via a sensible route. You might try to click around the trap (let's assume you can't or don't want to disarm it), only for the pathfinding algorithm (which is notoriously bad in some of these games) to take you into the trap anyway.

Then again, for a few reasons I think traps are bad game design in most games that have them. (The main exception is troll games, where traps are meant to kill you in funny ways.)

There's also the fact that I don't like it when games force me to use the mouse. I find it significantly less comfortable to use a mouse than to just use a keyboard or gamepad.

Also, Ultima 6 handled movement much better. You use the keyboard to move one square at a time, and if you really need to be careful, you can switch to solo or combat mode. Even if you don't, your party *stays* together (I suspect allies may even occasionally teleport if they fall too far behind).
Post edited April 14, 2025 by dtgreene
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dtgreene: In a game like Wizardry or Dragon Quest, for example
When you think about turn-based combat in a RPG, you seem to specifically think of JRPG type of games (yes some western RPGs have similar systems like Wizardry and Phantasie series) where you and the enemies are just standing in lines or whatever, and hit and cast spells at each other (you give commands in paused mode to all party members, and then you watch how it pans out and how the enemy responds).

I am more talking about RPGs where you move also during the combat, and even position your characters tactically, or even use tactics like if enemies are targetting one of your party members, you keep him/her running around in order not to get hit, while your other party members are dishing damage to those pursuing enemies.

In the latter kind of combat systems, full turn-based drags even simple combat take much much longer, when whole turns may be nothing but your party members and enemies moving around.

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dtgreene: The Infinity Engine (and way too many other RPG-like games) don't let you directly control movement; all you can do is click on a place to move and hope that the game's pathfinding algorithm takes you there via a sensible route. You might try to click around the trap (let's assume you can't or don't want to disarm it), only for the pathfinding algorithm (which is notoriously bad in some of these games) to take you into the trap anyway.
Turn-based doesn't really change that, the computer would still decide for you which path it takes to get from A to B.
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dtgreene: The Infinity Engine (and way too many other RPG-like games) don't let you directly control movement; all you can do is click on a place to move and hope that the game's pathfinding algorithm takes you there via a sensible route. You might try to click around the trap (let's assume you can't or don't want to disarm it), only for the pathfinding algorithm (which is notoriously bad in some of these games) to take you into the trap anyway.
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timppu: Turn-based doesn't really change that, the computer would still decide for you which path it takes to get from A to B.
It is still an issue I have with those games, and it interacts badly with the presence of ground traps, of any sort.
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timppu: In the latter kind of combat systems, full turn-based drags even simple combat take much much longer, when whole turns may be nothing but your party members and enemies moving around.
If the combat is simple and not difficult, and the party and enemies start close enough together, that problem disappears. Strategies like having a character move away from the enemies are not needed in such easy combats (if they are, then the combats aren't simple and easy).

(This is assuming that you can move a decent amount per round; Ultima 3-6 and Nox Archaist only let you move 1 square xor attack, leading to turns like you describe and making ranged weapons far more powerful than melee.)

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dtgreene: In a game like Wizardry or Dragon Quest, for example
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timppu: When you think about turn-based combat in a RPG, you seem to specifically think of JRPG type of games (yes some western RPGs have similar systems like Wizardry and Phantasie series) where you and the enemies are just standing in lines or whatever, and hit and cast spells at each other (you give commands in paused mode to all party members, and then you watch how it pans out and how the enemy responds).

I am more talking about RPGs where you move also during the combat, and even position your characters tactically, or even use tactics like if enemies are targetting one of your party members, you keep him/her running around in order not to get hit, while your other party members are dishing damage to those pursuing enemies.

In the latter kind of combat systems, full turn-based drags even simple combat take much much longer, when whole turns may be nothing but your party members and enemies moving around.
In all honesty, I prefer combat where you *don't* move, and just select commands and targets. I've found that there's still plenty of strategy to be had with such systems. For example, if a character is low on health, have that character defend while someone else heals them. (Yes, the "defend" command, the one that's often seen as useless.) Or, use a skill like Dragon Quest 6-7 and 9's Whipping Boy skill on the character so that attacks aimed at the character hit the other character instead.
Post edited April 14, 2025 by dtgreene