Quest For Glory 2 Remake -= Combat =-

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TRAPP

Quest For Glory 2 Remake -= Combat =-

#1 Post by TRAPP » Mon Aug 16, 2004 10:36 am

Hello - i'm new around! You all speak oh's and ah's about new QFG2 combat system. Ok System may rox but i have question about gfx. Will in combat everyting around hero and enemy be darkend like in orginal game?? I think it was really great thing! I've seen screenshot somewhere of hero and scorpion without that effect. Maybe you'd consider of implementing it. Anyway thanks for gr8 job!

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#2 Post by Erpy » Mon Aug 16, 2004 10:55 am

Nope. I personally thought the dark background in QFG1 EGA, QFG2 and QFG3 detracted from the game. I liked the addition of the backgrounds in QFG1VGA and QFG4...made you feel more immersed. Also in QFG2, every non-random battle was fought with the inclusion of a background anyway.

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#3 Post by Spikey » Mon Aug 16, 2004 11:50 am

Yes I hated the backgrounds as well, but in the EGA games it didn't disturb me as much as it did in Qfg3. I thought it was horrible, cause out in the open, sunny fields I suddenly found myself surrounded by darkness :\

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#4 Post by Gronagor » Mon Aug 16, 2004 11:58 am

Strange... I kinda liked it...

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#5 Post by Fribbi » Mon Aug 16, 2004 3:32 pm

I hope they will add something like this in the figthing scene.

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#6 Post by Spikey » Mon Aug 16, 2004 3:43 pm

A red cross??? For when you're injured?

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#7 Post by Erpy » Mon Aug 16, 2004 4:34 pm

I hope they will add something like this in the figthing scene.
3D? Machine guns? Fire spells? Japanese words?

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#8 Post by Alliance » Mon Aug 16, 2004 4:39 pm

Erpy wrote:
I hope they will add something like this in the figthing scene.
3D? Machine guns? Fire spells? Japanese words?

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Gee, I sure hope not!

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qfgIIvga combat

#9 Post by The Avatar » Mon Aug 16, 2004 9:16 pm

hmm.. I hope this question isn't miss placed here..

Is the combat going to be mouse oriented or keyboard oriented control?

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#10 Post by techie775 » Mon Aug 16, 2004 9:33 pm

speaking of this, in qfg2 ega they actually had times where the backgound didn't become dark. The Ones that I know are as followed:

1. Fighting with Uhara or Rakessh in fighter's guild (i'm doing this fast so I really don't care about spelling)

2. Fighting Merv the Griffin (don't have to do but if you fight him the desert scene remains)

3. Fighting the rasier guards

4. Fighting khaveen


Those are all I can remember....

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#11 Post by Erpy » Mon Aug 16, 2004 10:04 pm

Also in QFG2, every non-random battle was fought with the inclusion of a background anyway.
Every non-random battle means Walid, Earth Elemental, Uhura, Rakeesh, Palace Guards, Merv and Khaveen.

The combat is keyboard orientated. There is no mouse control anymore.

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#12 Post by deltamatrix » Wed Aug 18, 2004 1:13 pm

No mouse control for combat in QFG2VGA. Is that supposed to be a good thing?

Without mouse control, this game won't be consistent with QFG1VGA. It should allow both keyboard and mouse control.

It not hard to program.

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#13 Post by Erpy » Wed Aug 18, 2004 2:14 pm

No mouse control for combat in QFG2VGA. Is that supposed to be a good thing?

Without mouse control, this game won't be consistent with QFG1VGA. It should allow both keyboard and mouse control.

It not hard to program.
The battle system is slightly different from QFG1VGA anyhow, so consistency is a moot issue here. Whether that's a good thing or not will be up to the player to decide when he tries it.

No, I figure it wouldn't be hard to program. We decided not to waste our time implementing it anyway, since it's very unlikely anyone would ever use it. The battle keys can be redefined, so laptop owners wouldn't need to rely on a mouse as a substitute for a numeric keypad anyhow. Mouse control would be awkward. Compare it to trying to beat someone in a game of UT/Quake while you have only keyboard control. Same thing, really.

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#14 Post by Fribbi » Wed Aug 18, 2004 6:37 pm

What Quest for glory game had the best fighting scene?

Quest for glory 1 EGA/VGA
-||- 2 EGA
-||- 3 VGA
-||- 4 SVGA
-||- 5 3D 16 bit color SVGA

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#15 Post by Snarky » Wed Aug 18, 2004 8:09 pm

QFG4 is VGA, not SVGA. And if you want people's opinions, shouldn't you make a poll out of it?

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#16 Post by Blummer102 » Thu Aug 19, 2004 2:25 am

I liked the whole Street Fighter-esque combat of QFG4. Had the best graphics, offered the best action and the best damn music in any of the series' battle systems. Also, the thief could perform acrobatics during combat. That was just cool.

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#17 Post by Swift » Thu Aug 19, 2004 2:36 am

What I like about QG 4's combat system was how you could just let the computer do the fighting for you.

The acrobatic move in combat always reminded me of Sonic the Hedgehog when the speed's at the maximum.

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#18 Post by Spikey » Thu Aug 19, 2004 2:38 am

Erpy wrote:
No mouse control for combat in QFG2VGA. Is that supposed to be a good thing?

Without mouse control, this game won't be consistent with QFG1VGA. It should allow both keyboard and mouse control.

It not hard to program.
The battle system is slightly different from QFG1VGA anyhow, so consistency is a moot issue here. Whether that's a good thing or not will be up to the player to decide when he tries it.

No, I figure it wouldn't be hard to program. We decided not to waste our time implementing it anyway, since it's very unlikely anyone would ever use it. The battle keys can be redefined, so laptop owners wouldn't need to rely on a mouse as a substitute for a numeric keypad anyhow. Mouse control would be awkward. Compare it to trying to beat someone in a game of UT/Quake while you have only keyboard control. Same thing, really.

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How are spells integrated in combat?

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#19 Post by Jafar » Thu Aug 19, 2004 2:54 am

I was going to ask that! >:

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#20 Post by Swift » Thu Aug 19, 2004 2:56 am

Calm down, Jafar. It's not like Spikey gets a prize for asking it first... does he?

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#21 Post by Jafar » Thu Aug 19, 2004 3:00 am

Its a matter of importance to me since my QFG1 character is a Wizard.

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#22 Post by adeyke » Thu Aug 19, 2004 5:51 am

The combat spells all have an associated (configurable) key. You press the key to cast the spell.

That shouldn't really be any surprise, though. Unless maybe you expected it to require you to type out "cast flame dart" each time ;)...

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#23 Post by Erpy » Thu Aug 19, 2004 9:49 am

Yep. By default the spells are set to the WSAD-keys, so you can cast those with your left hand while controlling the hero with the numeric keypad.

I wouldn't expect an automatic pilot though. Too complicated. The autopilot in QFG4 worked rather well because lots of combat-related skills no longer affected the battle. I mean, no matter how low your dodge was, you could always duck under/jump over projectiles. You could also block projectiles with your dagger 100% of the time, even though your parry skill was 0.

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#24 Post by Spikey » Thu Aug 19, 2004 3:03 pm

adeyke wrote:The combat spells all have an associated (configurable) key. You press the key to cast the spell.

That shouldn't really be any surprise, though. Unless maybe you expected it to require you to type out "cast flame dart" each time ;)...
That could add an extra dimension, right :lol

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#25 Post by 1eyedParrot » Thu Aug 19, 2004 6:43 pm

Erpy wrote:Yep. By default the spells are set to the WSAD-keys, so you can cast those with your left hand while controlling the hero with the numeric keypad.

I wouldn't expect an automatic pilot though. Too complicated. The autopilot in QFG4 worked rather well because lots of combat-related skills no longer affected the battle. I mean, no matter how low your dodge was, you could always duck under/jump over projectiles. You could also block projectiles with your dagger 100% of the time, even though your parry skill was 0.

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I was always assumed AGDI was keeping the original combat system in for nostalgia purposes. Not because an automated combat engine would be to complicated to code, because it isn't. ;)

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