Quest For Glory fangame advice & poll (merged)

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

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Mr Bungle

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)...?
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Albino-I

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).

poc301

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.

Albino-I

Very understandable.

My advice is: Don't make more that 3 classes. It's hard enough to make three.

Rui 'Trovatore' Pires

What about mindcrafter? A mixture between Warrior and Wizard that uses the powers of the mind.






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Raggit

I'd prefer to have just the original characters there.  Fighter, Magic User, Thief.  Definately not a necromancer. 
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Mr Bungle

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.
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GarageGothic

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.

GarageGothic

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.

Nostradamus

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.



Radiant

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)


DragonRose

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.
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