Quest For Glory 2 Remake -= Combat =-
Moderators: adeyke, VampD3, eriqchang, Angelus3K
Quest For Glory 2 Remake -= Combat =-
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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qfgIIvga combat
hmm.. I hope this question isn't miss placed here..
Is the combat going to be mouse oriented or keyboard oriented control?
Is the combat going to be mouse oriented or keyboard oriented control?
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....
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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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.
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 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.
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?Erpy wrote: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 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.
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.
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.

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.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.
