Very interesting discussion. I'd like to add a few things.
There are Real-Time RPGs like Final Fantasy IV where characters on a screen sort through menus to pick a choice of action, while the monsters timer counts down to attack the characters repeatedly.
Then there are action-RPGs like Zelda or the Seiken Densetsu (secret of mana etc) games. In this type of game, you freely move about while wielding a weapon of some type - swinging, throwing, whatever have you - at the monsters. Collision detection is needed for this type of game, but not for the aforementioned style game.
In Zelda's style scrolling, you have rooms of a set size, made up of tiles. When you move off screen, the room does not scroll as it appears, but rather the tiles are pushed over (or up/down/left/right depending) bit by bit while the new room's tiles (already loaded) are pushed onto the new area. I believe in Zelda, your character either stands still during this, floats, or something similar.
I don't believe anyone mentioned Strategy-RPGs either. Wonder if anyone would ever have the desire to work out some of that stuff...
There are several types of those as well. There's the Warsong, Fire Emblem, Shining Force styled sRPG - almost like a board game where pieces are moved about a playing field. Battles are sometimes randomly fought out, the computer computing the outcome (almost like a short movie). Others allow choices between attacks and even more options come into play with games like Super Robot War.
And then there's realtime strategy, but that's not going to happen I fear. :p
I'd love to incorporate RPG stuff into a game. Not saying I will, but if I do I will certainly make a tutorial of the process to add here.
There are Real-Time RPGs like Final Fantasy IV where characters on a screen sort through menus to pick a choice of action, while the monsters timer counts down to attack the characters repeatedly.
Then there are action-RPGs like Zelda or the Seiken Densetsu (secret of mana etc) games. In this type of game, you freely move about while wielding a weapon of some type - swinging, throwing, whatever have you - at the monsters. Collision detection is needed for this type of game, but not for the aforementioned style game.
In Zelda's style scrolling, you have rooms of a set size, made up of tiles. When you move off screen, the room does not scroll as it appears, but rather the tiles are pushed over (or up/down/left/right depending) bit by bit while the new room's tiles (already loaded) are pushed onto the new area. I believe in Zelda, your character either stands still during this, floats, or something similar.
I don't believe anyone mentioned Strategy-RPGs either. Wonder if anyone would ever have the desire to work out some of that stuff...
There are several types of those as well. There's the Warsong, Fire Emblem, Shining Force styled sRPG - almost like a board game where pieces are moved about a playing field. Battles are sometimes randomly fought out, the computer computing the outcome (almost like a short movie). Others allow choices between attacks and even more options come into play with games like Super Robot War.
And then there's realtime strategy, but that's not going to happen I fear. :p
I'd love to incorporate RPG stuff into a game. Not saying I will, but if I do I will certainly make a tutorial of the process to add here.