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For purposes of this topic, assume that anything not mentioned is the same between the games, and that battles take place on a separate screen (and are the same between these two games.

Given that, which would be easier to make:
1. A tile based RPG, much like earlier JRPGs (Dragon Quest and Final Fantasy 1-6), or like the overworld in classic Ultima games (but not the dungeons).
2. A first person grid based RPG, much like earlier Wizardry and Might and Magic (and the dungeons of early Utlima).
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the one which has less spams
just make a visual novel like every other nooby beginner
A classic JRPG of course, with programs like RPG Maker, EasyRPG or Open RPG Maker, you don't even need so much programming skills!
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dtgreene: For purposes of this topic, assume that anything not mentioned is the same between the games, and that battles take place on a separate screen (and are the same between these two games.

Given that, which would be easier to make:
1. A tile based RPG, much like earlier JRPGs (Dragon Quest and Final Fantasy 1-6), or like the overworld in classic Ultima games (but not the dungeons).
2. A first person grid based RPG, much like earlier Wizardry and Might and Magic (and the dungeons of early Utlima).
Tile based because it will be easier to repurpose/reuse tiles for combat than in the 1st person setup.
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Orkhepaj: the one which has less spams
just make a visual novel like every other nooby beginner
The game I'm thinking of making is intended to be largely story-free, and that would not work for a visual novel.
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KetobaK: A classic JRPG of course, with programs like RPG Maker, EasyRPG or Open RPG Maker, you don't even need so much programming skills!
What if I'm not using these tools?

(Worth noting that, in particular, I would want to implement things like the battle and growth systems, including all the game mechanics (including things like damage calculation formulas) myself.
Post edited March 07, 2021 by dtgreene
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dtgreene: (Worth noting that, in particular, I would want to implement things like the battle and growth systems, including all the game mechanics (including things like damage calculation formulas) myself.
You can customize a whole lot in RPG Maker. Used to use Ruby, seems like more recent versions use Javascript.

And to answer the question, clearly the tile-based one, by quite some margin I'd say.
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Orkhepaj: the one which has less spams
just make a visual novel like every other nooby beginner
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dtgreene: The game I'm thinking of making is intended to be largely story-free, and that would not work for a visual novel.
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KetobaK: A classic JRPG of course, with programs like RPG Maker, EasyRPG or Open RPG Maker, you don't even need so much programming skills!
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dtgreene: What if I'm not using these tools?

(Worth noting that, in particular, I would want to implement things like the battle and growth systems, including all the game mechanics (including things like damage calculation formulas) myself.
Yes, I think even dping all yourself it would be easy to make a JRPG, if you make it like a classic JRPG with a predetermined leveling system, a tile base system and predetermined classes will require much less coding than a RPG like Ultima Underworld style!
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dtgreene: (Worth noting that, in particular, I would want to implement things like the battle and growth systems, including all the game mechanics (including things like damage calculation formulas) myself.
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Cavalary: You can customize a whole lot in RPG Maker. Used to use Ruby, seems like more recent versions use Javascript.

And to answer the question, clearly the tile-based one, by quite some margin I'd say.
There's still the mismatch when you're trying to do something that's at odds with how the engine was designed.

Take, for example, Rxcovery, which was made with some version of RPG Maker. Some artifacts of the way it was made include:
* Even though your HP recovers after every battle, the status screen out of battle shows both current and maximum HP, even though there's no point.
* You don't level up in this game (stat growth is SaGa-like), but the save screen has what looks like a level stat, albeit unlabeled (and it's always 1).
* The developers weren't able to implement mid-battle technique sparking.

Edit: Also, I think I'd rather not work in JavaScript for non-web stuff, particularly because of things like this:
> [1,2,10,3].sort()
[ 1, 10, 2, 3 ]
Post edited March 08, 2021 by dtgreene
Tile-based is typically quicker and easier since you're dealing with 2 dimensional bitmaps and sprites. In a first-person perspective, you're dealing with 3D objects. Also -- as Paladin181 alluded too -- once you get your library of tiles and sprites created for a tile-based game, then you just need to set up a data array for your map and specify which tile gets rendered in which cell and which sprite (if any) get overlaid on top of each tile.

For a first-person perspective game, you'll need to use several specialized graphics tools to create your art: 3D models, textures, lighting, environments, etc. For a tile-based game, your entire art pipeline could -- in theory -- be Microsoft Paint. :-)
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Ryan333: Tile-based is typically quicker and easier since you're dealing with 2 dimensional bitmaps and sprites. In a first-person perspective, you're dealing with 3D objects. Also -- as Paladin181 alluded too -- once you get your library of tiles and sprites created for a tile-based game, then you just need to set up a data array for your map and specify which tile gets rendered in which cell and which sprite (if any) get overlaid on top of each tile.

For a first-person perspective game, you'll need to use several specialized graphics tools to create your art: 3D models, textures, lighting, environments, etc. For a tile-based game, your entire art pipeline could -- in theory -- be Microsoft Paint. :-)
Worth noting that, for the first-person game, I was thinking more like Wizardry 1-5 in terms of graphics, or *maybe* (if feeling overly ambitious) something like Bard's Tale 1-3 (not 4!) or early Might and Magic.
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dtgreene: Worth noting that, for the first-person game, I was thinking more like Wizardry 1-5 in terms of graphics, or *maybe* (if feeling overly ambitious) something like Bard's Tale 1-3 (not 4!) or early Might and Magic.
I don't have a lot of experience with coding, but ... It looks like the early Wizardry games just work with simple lines to create the illusion of a 3D maze, so if you're not really into creating art, that *might* be easier or comparable to tile based graphics, but doing something like the Bard's Tale visuals seems much more complicated, as you wouldn't just need one tile for every different wall/floor/sprite art, but several alternative graphics to show how this wall/floor/sprite etc. looks from far away or from the side etc.
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dtgreene: There's still the mismatch when you're trying to do something that's at odds with how the engine was designed.

Take, for example, Rxcovery, which was made with some version of RPG Maker. Some artifacts of the way it was made include:
* Even though your HP recovers after every battle, the status screen out of battle shows both current and maximum HP, even though there's no point.
* You don't level up in this game (stat growth is SaGa-like), but the save screen has what looks like a level stat, albeit unlabeled (and it's always 1).
Huh, I'd have thought that you would be able to tell it what to display if you dig enough through the scripts. But having some reduntant information displayed isn't something I'd consider a problem.
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dtgreene: Edit: Also, I think I'd rather not work in JavaScript for non-web stuff, particularly because of things like this:
> [1,2,10,3].sort()
[ 1, 10, 2, 3 ]
That's because it defaults to string. There are workarounds.
Post edited March 08, 2021 by Cavalary
I will be first in line to play whatever you come up with!
I'm less than inclinated towards first person dugeon crawling, but why not pull a Phantasy Star 1 and do both?
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Darvond: I'm less than inclinated towards first person dugeon crawling, but why not pull a Phantasy Star 1 and do both?
Because that would require implementing both perspectives, which is more work to do?

With that said, I note that Ultima 1-5 did the same thing, albeit with a less linear structure (PS1 is linear for the first half much like Final Fantasy 6 or Chrono Trigger) and, in Ultima 4 and 5, dungeon rooms, which were a rather fun mechanic (except in U4 when it's time to leave a cleared room), but not one I'll be implementing in this game (combat is non-tactical, and Ultima 4/5 rooms only work with tactical combat).

Maybe I should replay Phantasy Star 1? (Note that this will not be the same version I originally played; the GBA version, which is what I played, has a serious RNG flaw that results in attacks always missing in some circumstances.)