Quest For Glory fangame advice & poll (merged)

Started by poc301, Thu 04/11/2004 12:43:28

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poc301

Good day to everyone.  I am making a Quest for Glory fangame, and have been working on it a few days thus far.  I finished hashing out the storyline/plot, and the game is going to be HUGE.  I would like some input from adventure gamers, RPGers, and fans of the previous Quest for Glory works.  Keep in mind that my game takes place 30 years after the end of Quest for Glory 5, and the main character is the son of the original hero from the Sierra games.  I don't really want it to be a direct takeoff of the original games, so here are my questions :

1) Should I keep the original 3 classes (Fighter, Thief, Mage)?  Or should I expand to others as well.

2) Should the stats be taken care of in the manner of the original QFG games (no levels, just increased stats as you use their respective skill)?  Or would it be better to use the level-based system with stat points to distribute once you level up?

3) Should I include cheat codes and so forth?  I figure it might make the game more enjoyable for those who can't quite cut it  ;)

4) Would you, as a gamer, like to be able to see a difference in the player character model depending on the type of armor you are wearing?  Or would you prefer the standard Quest For Glory formula where you look the same regardless?

5) Any other suggestions for RPG or adventure gaming that you would like to see in the Quest For Glory world? (The game takes place in Silmaria, Mordavia, Tarna, Shapier, Spielburg, and one new place I invented/designed/rendered).

Thanks in advance for the advice!

Bill Garrett

poc301

Sorry for the second post, but I forgot one question, and needed to ask it, but there was no Edit button :(

6) Should I make the combat system realtime or turn based?

Thanks again,

Bill Garrett

Volcan

Quote from: poc301 on Thu 04/11/2004 12:43:28
1) Should I keep the original 3 classes (Fighter, Thief, Mage)?Ã,  Or should I expand to others as well.

Add more classes will be cool.


Quote from: poc301 on Thu 04/11/2004 12:43:28
Should the stats be taken care of in the manner of the original QFG games (no levels, just increased stats as you use their respective skill)?  Or would it be better to use the level-based system with stat points to distribute once you level up?

I prefer level up


Quote from: poc301 on Thu 04/11/2004 12:43:28
3) Should I include cheat codes and so forth?  I figure it might make the game more enjoyable for those who can't quite cut it 

Better not.


Quote from: poc301 on Thu 04/11/2004 12:43:28
4) Would you, as a gamer, like to be able to see a difference in the player character model depending on the type of armor you are wearing?  Or would you prefer the standard Quest For Glory formula where you look the same regardless?

I  prefer the standard Quest For Glory formula where you look the same regardless.


Quote from: poc301 on Thu 04/11/2004 12:43:28
5) Any other suggestions for RPG or adventure gaming that you would like to see in the Quest For Glory world? (The game takes place in Silmaria, Mordavia, Tarna, Shapier, Spielburg, and one new place I invented/designed/rendered).

I prefer to see the hero in the new country.


Quote from: poc301 on Thu 04/11/2004 12:43:28
6) Should I make the combat system realtime or turn based

Turn based.

Rui 'Trovatore' Pires

Just a little suggestion - try and figure out the code Sierra used in exporting/importing characters... so you can play with an exported character from QfG5. I think Tierra managed it, ask them.
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poc301

But its not the same character/hero as in the first series. 

This story takes place in the same world as QFG, and has some recurring characters from the Sierra series, but its not the same.

Rui 'Trovatore' Pires

Oh, sorry, should have read it better.

1 - Add more classes, depending on the setting.

2 - I think you should keep QfG's style

3 - No.

4 - Don't have much of a preference either way...

5 - New one. QfG games always introduce new places. ;)

6 - Realtime IF it's just like the original QfG battle system, else turn based.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

poc301

Thanks for the insight guys.

Just a little tidbit...

The game will used turn based systems.  I am using different character models for each class, so it won't depend on armor.

The areas of adventure are going to be HUGE.  I will be sending the new hero through 4 of the previous lands his father adventured through to solve his mystery, and on his way to the 5th (no info being leaked :) ), he is going to have a mishap, and end up in the new land.  A good friend is a graphic-guru and is rendering me some backgrounds for a new place to explore.

James002

2) With a world the size you are proposing (5 lands to explore :o!), perhaps you could raise the bar each time the character unlocks a new land.  For instance, at the beginning their strength maxes out at 100, but once they make it to the second land their strength can be increased to a maximum of 200.  This will fix the problem of cheaters (like me) from maxing out our stats early in the game and not having anything to work for later.

My other suggestion is to make good use of ALL skills.  It would be dumb to give the player a welding skill but only have a single welding puzzle.  So you may consider trimming the list of skills if they really aren't necessary.

You've got quite an ambitious project ahead of you--QFG games are always awsome.  Good Luck!

poc301

Big thanks again to everyone for all the advice.  I have the intro scenes done, the character models done, the character creation process and scripting done, and the storyline done.  Now comes the actual programming/implimenting of the storyline.

I liked the idea of keeping the skills small.  Make it a more doable game.  I don't want to deal with making 40+ skill abilities :)  I have a total of 4 classes done (a 5th and 6th are in the works), and I am REALLY digging the AGS system. 

I have included a screenshot of the character creation screen for the Warrior character class.  This was captured without the EGO view animation loop of the warrior class view walking on the top left (each class has its own class model walking so the player can see what it will look like). 

(I don't know if this board supports links and image linking, so I am posting both of the screenshot below, and am also going to just type the link out if anyone wants to look at it.)

http://pocmobile.tripod.com/warrior-info.jpg
[img]http://pocmobile.tripod.com/warrior-info.jpgp/url]

http://pocmobile.tripod.com/warrior-info.jpg

Thanks again!

Bill Garrett

poc301

I guess it won't link it  >:(

It also won't work with a link from this forum.

To see the screenshot, Copy and Paste the URL in my above message into your browser and it will load.

Bill Garrett

poc301

Oh, and one more thing :)

If anyone is wondering about the blotched out words on the pic, its because the game title would give away too much of the storyline.  I want to keep it kinda secretive until I have something to release as a beta or something.

Radiant

Hi there,

for a QfG'ish game,
1) maybe different classes would be fun, but it's going to be very difficult to keep distinguished puzzle solutions for more than three, not to mention the fact that QfG already allows cross-classing (e.g. fighter with stealth skill). I'd vote for three or four classes max.

2) yes. I don't like levelups at all.

3) you probably should do that just for testing purposes, not for the finished product. If it's necessary then your game is apparently too hard; maybe an easy/hard toggle would work.

4) I honestly don't care.

5) Original world is always cool!

6) Realtime just like QfG.

If you're going for a non-QfG-like RPG (e.g. plain rpg with less adventurish puzzles, I'd guess), the answers remain the same except for
1) as many classes as feasible,
6) turnbased

poc301

Ok, I am just becoming amazed/daunted by the amount of work it will take to do the scripting/writing of the game for so many character classes.  I have decided to limit it to 4 (the original 3 from the Quest for Glory series and 1 new one).  What I would like from you guys is just a show of what other 1 class you guys are fans of. 

The three already done/ready to go are Warrior (Fighter sounded cheesy), Wizard and Thief.

What kind of class would you like to see in there?  Keep in mind the character is essentially nobility (the son of the original QFG hero), so something like Barbarian wouldn't fit :) 

Assassin?  Necromancer?  Bard?  I'm open for suggestions.

Thanks!

Bill Garrett

Moox

PLEASE KEEP IT ALL IN ONE THREAD!!!!
But I would like to see cleric.

Mr Bungle

Necromancer, definitely. Waking the dead has never been so much fun.
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failing that, a Necromancer would be good

Babar

Could you not have Paladdin as a seperate class?
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Albino-I

Assasin? Hmm.. too thiefy..
Necromancer? Hmm.. maybe? Rich people always gets exited about occultism..
Bard? Rich people don't 'be' bards. They 'own' them.

I don't think 4th class is needed. Three worked in QFG, so it'll work in your game too.

Blade

An Archer. From what I saw at first three only Wizard has real ability for long range.
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Eggie

Necromacers kikck arse, but they probably fall under the catergory of wizard.

Assasin would probably give you the most variety in the classes you already have.

How about a...er...Damn, I suck at medieval fantasy...

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