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Community => Adventure Related Talk & Chat => Topic started by: poc301 on Thu 04/11/2004 12:43:28

Title: Quest For Glory fangame advice & poll (merged)
Post by: poc301 on Thu 04/11/2004 12:43:28
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
Title: Re: Quest For Glory Fangame Advice Requested
Post by: poc301 on Thu 04/11/2004 12:46:27
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
Title: Re: Quest For Glory Fangame Advice Requested
Post by: Volcan on Thu 04/11/2004 14:17:27
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.
Title: Re: Quest For Glory Fangame Advice Requested
Post by: Rui 'Trovatore' Pires on Thu 04/11/2004 15:32:31
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.
Title: Re: Quest For Glory Fangame Advice Requested
Post by: poc301 on Thu 04/11/2004 15:47:49
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.
Title: Re: Quest For Glory Fangame Advice Requested
Post by: Rui 'Trovatore' Pires on Thu 04/11/2004 16:08:23
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.
Title: Re: Quest For Glory Fangame Advice Requested
Post by: poc301 on Thu 04/11/2004 17:09:42
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.
Title: Re: Quest For Glory Fangame Advice Requested
Post by: on Thu 04/11/2004 23:59:11
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!
Title: Re: Quest For Glory Fangame Advice Requested
Post by: poc301 on Fri 05/11/2004 00:18:19
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
Title: Re: Quest For Glory Fangame Advice Requested
Post by: poc301 on Fri 05/11/2004 00:19:30
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
Title: Re: Quest For Glory Fangame Advice Requested
Post by: poc301 on Fri 05/11/2004 01:34:47
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.
Title: Re: Quest For Glory Fangame Advice Requested
Post by: Radiant on Fri 05/11/2004 17:21:14
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
Title: Yet ANOTHER RPG poll for you guys :)
Post by: poc301 on Fri 05/11/2004 20:38:11
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
Title: Re: Yet ANOTHER RPG poll for you guys :)
Post by: Moox on Fri 05/11/2004 21:17:21
PLEASE KEEP IT ALL IN ONE THREAD!!!!
But I would like to see cleric.
Title: Re: Yet ANOTHER RPG poll for you guys :)
Post by: Mr Bungle on Sat 06/11/2004 08:01:50
Necromancer, definitely. Waking the dead has never been so much fun.
Title: Re: Yet ANOTHER RPG poll for you guys :)
Post by: Mr Jake on Sat 06/11/2004 08:47:22
Wannabe Pirate!


failing that, a Necromancer would be good
Title: Re: Yet ANOTHER RPG poll for you guys :)
Post by: Babar on Sat 06/11/2004 09:48:44
Could you not have Paladdin as a seperate class?
Title: Re: Yet ANOTHER RPG poll for you guys :)
Post by: Albino-I on Sat 06/11/2004 09:55:24
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.
Title: Re: Yet ANOTHER RPG poll for you guys :)
Post by: Blade on Sat 06/11/2004 10:12:54
An Archer. From what I saw at first three only Wizard has real ability for long range.
Title: Re: Yet ANOTHER RPG poll for you guys :)
Post by: Eggie on Sat 06/11/2004 15:02:44
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...
Title: Re: Yet ANOTHER RPG poll for you guys :)
Post by: Mr Bungle on Sat 06/11/2004 16:00:44
What about an elemental mage?

...Or does that fall under 'wizard' as well...?

Also maybe try illusionist, conjurer, transmogrifier and battlemage (weaker magic but stronger attack etc)...?
Title: Re: Yet ANOTHER RPG poll for you guys :)
Post by: Albino-I on Sat 06/11/2004 16:46:04
Quote from: Mr Bungle on Sat 06/11/2004 16:00:44
...Or does that fall under 'wizard' as well...?

That's the point. Almost everything falls under the categories of 'Wizard' and 'Warrior'. Thief is pretty useless (atleast I think so), they'r also usually pretty weak (I like strong guys :P).
Title: Re: Yet ANOTHER RPG poll for you guys :)
Post by: poc301 on Sat 06/11/2004 17:12:36
Quote from: Albino-I on Sat 06/11/2004 16:46:04
Quote from: Mr Bungle on Sat 06/11/2004 16:00:44
...Or does that fall under 'wizard' as well...?

That's the point. Almost everything falls under the categories of 'Wizard' and 'Warrior'. Thief is pretty useless (atleast I think so), they'r also usually pretty weak (I like strong guys :P).

Battle-wise they may be weak, but they have ability to make a lot more money than the other classes via stealing and breaking-and-entering.  They also are not really supposed to get into melee battles.  They should sneak around, run, etc, etc. 

Besides, I am having a lot of subquests for each class in here.  So the thief will have stuff to break into and steal.

I really don't know which class to use.  I am kinda leaning away from other magic using classes due to the Wizard.
Title: Re: Yet ANOTHER RPG poll for you guys :)
Post by: Albino-I on Sat 06/11/2004 17:42:20
Very understandable.

My advice is: Don't make more that 3 classes. It's hard enough to make three.
Title: Re: Yet ANOTHER RPG poll for you guys :)
Post by: Rui 'Trovatore' Pires on Sat 06/11/2004 18:16:59
What about mindcrafter? A mixture between Warrior and Wizard that uses the powers of the mind.






...what?
Title: Re: Yet ANOTHER RPG poll for you guys :)
Post by: Raggit on Sat 06/11/2004 19:44:24
I'd prefer to have just the original characters there.  Fighter, Magic User, Thief.  Definately not a necromancer. 
Title: Re: Yet ANOTHER RPG poll for you guys :)
Post by: Mr Bungle on Sun 07/11/2004 18:35:22
What about an occultist? He can be weak at first, sacrificing opponents throughout the game to gain extra strength (and maybe a bit of money)...

One tends to run into a problem when limited to only four classes, I guess. The best class system I've ever seen, has to be in the best RPG ever made: "The Elder Scrolls: Morrowind". You're given the freedom not to have to conform to the strict regulations of your chosen class, and by choosing a star sign under which to be born, you can start the game with either an extremely strong tendency towards thievery, barbarianism, etc..., but what you do thereafter and how you use that is entirely your own choice.
Title: Re: Yet ANOTHER RPG poll for you guys :)
Post by: GarageGothic on Mon 08/11/2004 14:09:27
As much as I adore the QFG games, I don't play 'real' RPGs on the computer (and in tabletop RPGs I stay away from fantasy settings). But your suggested categories sound like your game could use some kind of alignment system. E.g. evil + thief -> Assassin, Evil + Mage -> Necromancer etc.

And PLEASE remember when designing your game, that the coolest thing about classes is being able to go beyond them. Throughout QFG1 and 2, I created a character who was a thief with magic and fighting skills, and was able to select either path, when solving puzzles (except the fighter's guild). My main reason for disliking QFG3 was that I didn't let me do all the quests even though I had the skills to do them. Please don't limit the player just because it's easier to design.
Title: Re: Quest For Glory Fangame Advice Requested
Post by: GarageGothic on Mon 08/11/2004 14:14:21
2) Experience points are plain unrealistic. Why would you suddenly get better at climbing because you've spent the last three hours fighting goblins. Please keep the QFG style.

5) I'd always envisioned a QFG game set in an asian setting - plenty of new mythological content to work from. Looking forward to see what your new location is.
Title: Re: Quest For Glory Fangame Advice Requested
Post by: Nostradamus on Mon 08/11/2004 16:46:31
1) Keep using those 3 classes. Making more will just make it too complicated. Plus a good fangame does not change the basic concept.

2) I like the level system but it does not suit a game like QFG because it's not a linear game and not being able to do stuff because of level is just frustrating. Levles is good for games like Baldur's Gate. QFG should stay simple.

3) no cheats

4) Definitely anything you wear and any weapon or armor you use should appear differently.

6) Real time. It's more realistic.
Title: Re: Yet ANOTHER RPG poll for you guys :)
Post by: Radiant on Mon 08/11/2004 18:10:57
I think the only class mentioned here that has sufficient potential to be different from the existing triad, is the cleric (or priest, and this could include an evil priest that does necromantic stuff. Then again if you're supposed to be a hero you shouldn't be evil)

Title: Re: Quest For Glory Fangame Advice Requested
Post by: DragonRose on Mon 08/11/2004 18:20:06
1) If you add other ones, it stops being QFG and becomes Dungeons and Dragons or something.

2) No levels! Levels are very artificial. They work when you have to compare a group of characters who can grow and learn, like in a multiplayer RPG.  In that situation you need to be able to quickly compare the various characters, and having "Level 5 fighter vs. Level 7 theif" instead of "Fighter with 20 strength, 14 weapons skill, 19 parry, 22 dodge, 15 communication, 0 stealth, 10 wisdom..." and so on and so forth.

But in a QFG game you're only controlling the main character, and the other characters will most likely be static, because they don't interact with anyone but you.  You aren't being ranked, so levels serve no purpose.

3) Cheating is bad, though easter eggs are good (x-ray glasses anyone?)

4) This doesn't really matter to me.  Yes, it would be cool if the character is supposed to be wearing chainmail and you can see the chain mail.  But it wouldn't ruin the game if it doesn't change. However, if you have something like a helmet or cape equipped, it's imporant to be able to see that.

5) I would advise not trying to switch between places too much.  The countries in QFG were all very distant- the hero needed to use magic to travel between them (either portals, summonings or magic carpets). It wouldn't make sense to switch back and forth between the various countries, though a progression from one to the next might be possible.

6) Real time.  Turn based works if you're controlling several characters and have to think of strategy, but one on one it's just stupid.