I shouldn't think level size would pose much of a problem a level of like 3 landscape screens that moves would be more than sufficient in size (other games I've seen like the RPG and Pokemon certainly support much-much larger maps).
Also Pokemon is really nothing like a turn-based strategy. In turn-based strategy you essentially have either a set number of units or can aqcuire more units at your base then move them around the map (with each player moving seperatly during their turn) trying to outmanuever and overpower the other player or AI. Once your unit is next to another (everything moves on a grid) they can attack the units on the spaces around them.
Its kind of like being an army general only much more lighthearted. Typically the terrain plays a role with forest, cities, or mountains offering more defense, roads and grassland offering less but more movement. When you do move next to another unit battles are fought in a sort of rock-paper-scissors where each unit has different advantages and disadvantages (for instance a rocket-launcher infantry fights tanks well, tanks fight normal infantry well, and normal infantry fight rocket-launcher infantry well). As they fight units lose members and begin to become depleted and fight poorly; eventually they are destroyed when their health or strength reaches 0. To give you an idea most games have operated on a health scale from 1-10, and something like a full strength tank vs a full strength infantry would yield the tank at about 10 health and the infantry at like 2.
Hopefully this makes the idea a lot clearer. Again if a coder could let me know I could go into much more detail and start working on some math and sprites for them. I think this game would be really easy and a def favorite if I could get a base code with turn-based movement and a level creator.
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