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 Post subject: Quest for Glory 2 combat
PostPosted: Wed Jul 01, 2009 3:17 am 
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Hey, all. I've been playing QfG2 off and on for a while now. I even visited my uncle and found his copy of the VGA QfG1 and installed it on here, so I could have the joy of importing.

This is a really awesome game. I mean that. And it occurs to me...

You know what I'd be willing to pay money for?

An arena-style minigame using QfG2 controls, creatures, and characters.

Because, let's face it, I felt really badass taking on five Jackalmen at once. Or fighting straight up and even with Uhura on the highest difficulty. Don't you feel like you're doing something right if you rattle off a series of blocks and parries against a brigand and finally get in a hit?

So, yes, I'd be very, very interested in a Quest for Glory 2 minigame that's pure combat. Not to mention it'd be a good way to practice with the Thief and the Wizard, with whom I am abysmal in combat...


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 Post subject: Re: Quest for Glory 2 combat
PostPosted: Wed Jul 01, 2009 9:40 am 
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Erpy's already talked about how extremely difficult it would be to make a multiplayer fighting game using his system and an online one would just add to the problem. The Combat engine you've experienced is the result of years of tireless programming and dedication. It's great and your ideas are cool but it's really just wishful thinking. Now Keapon Laaffin's minigame, that one I could see being multi-player fun, it uses a strict turn system and isn't time dependant.

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 Post subject: Re: Quest for Glory 2 combat
PostPosted: Wed Jul 01, 2009 10:51 am 
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I always kinda made the combat system as IF it were a mini-game rather than something threw in there because it was required. You're not even the first person to bring up the idea of turning it into a fighting game. I don't see it happening though. It'd be one heck of a lot of work making new sprites for all those enemies facing multiple directions.

I'm flattered you enjoyed it so much though. :)

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 Post subject: Re: Quest for Glory 2 combat
PostPosted: Thu Jul 02, 2009 3:31 am 
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Well, I thought about it being online, then decided it'd just be too much trouble.

But.

As a single-player minigame, in the old-school arcade style of "Fight your way up the hill?"

Oh yes.

Could even have the final victory shot being the hero standing on that hill of bodies.

But, yes, I want you know, as an aside, that I've thoroughly enjoyed QfG2. When I earned the Paladin, I felt like I'd really done something. The fact that I had to go through some epic combat to get to there helped, too.


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 Post subject: Re: Quest for Glory 2 combat
PostPosted: Thu Jul 02, 2009 10:03 am 
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One thing you might enjoy is the "battle mode" of the game, a set of battle-specific debug options, which is unlocked by finishing the game with maximum points while carrying proof of victory over the game's optional boss.

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 Post subject: Re: Quest for Glory 2 combat
PostPosted: Thu Aug 06, 2009 1:09 am 
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Out of curiosity, why didn't you make the combat system like QFG1VGA's and QFG3's? Those were a lot easier to use. Don't get me wrong, I'm managing with what you used, I'm just asking.


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 Post subject: Re: Quest for Glory 2 combat
PostPosted: Thu Aug 06, 2009 5:21 am 
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The reason we didn't go with the graphical style of QFG1VGA (I wouldn't call QFG3 with its semi-disembodied monster closeups and dark background an improvement) was simply the fact the large sprites would take a lot more work to create and each monster (and the hero) would only have a VERY limited amount of actions at his disposal in order to keep the workload managable.

The reason I didn't implement a square with buttons you can click with your mouse in order to activate actions is because I didn't think it'd work. QFG2VGA has a total of 16 actions meaning that in the heat of the moment you'd never, ever get the necessary actions triggered on time, nor would you be able to pull off advanced moves like a rising slash or a counterslash. So rather than allowing mouse players to point and click actions on a button-grid and only ever utilise 20% of the hero's potential, I forced them to play with the keyboard. It beats having to hear "combat's too difficult to play with the mouse" all the time. And you can redefine keys, so if something feels unnatural to you, you can change it.

The reason I didn't make the combat as basic as in QFG2's prequel and sequel is simply because I saw room for enhancements.

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 Post subject: Re: Quest for Glory 2 combat
PostPosted: Wed Aug 26, 2009 7:29 pm 
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I rather ask myself how to play QfG3 now with its boring combat system after playing this brilliant remake?

ThanksĀ³... i just love the new combat system :) It's so sad all the other parts don't have it^^


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