Progress Update Thread (formerly known as quest for glory 2)

This forum is a place to talk about AGDI games and projects.

Moderators: adeyke, VampD3, eriqchang, Angelus3K

Message
Author
Prio
Knight Status
Posts: 174
Joined: Wed Jan 23, 2008 7:12 pm
Contact:

#276 Post by Prio » Sat Mar 08, 2008 11:25 pm

Erpy wrote:I don't know. Until further playthroughs reveal no more issues?
Within reason, of course.

"...
Issue #357.  The 'doohickey' field looks improved now that it's two pixels further to the left.  However, moving it another pixel upwards would be even better.
...
Issue #667.  After killing a monster, its 'ghost' remains on-screen.  I'm actually pretty sure this is from phosphor burn-in on my monitor, but I wanted to let you know, just in case.
...
Issue #998.  I no longer find the game as interesting or entertaining as I did during my first five dozen playthroughs.  Please fix this.
...
Issue #1220.  I have forgotten how to perform basic mathematical operations.  Please include a calculator in the program.
...
Issue #1450.  The 'doohickey' field would actually look amazing if it were moved back to one pixel downwards from its original, pre-#357 position.
...
Issue #1753.  The other beta testers are conspiring to strangle me in my sleep.  Please remove them from the project.
...
Issue #1899.  You are obviously in collusion with the other beta testers in the plot against me.  Please incorporate a controllable ghoul army into the game so that I may use it to destroy your homes and families.
...
Issue #2222.  Itchy.  Tasty.
...
Issue #2223.  Changed my mind about the 'doohickey' field again.  This is the last time, I swear...
..."

GuJiaXian
Royal Servant Status
Posts: 101
Joined: Thu Mar 06, 2003 12:57 pm
Location: Roswell, Georgia
Contact:

#277 Post by GuJiaXian » Sun Mar 09, 2008 2:17 am

Well, I just completed my edit of the game's script...for the record (and remember that this is an almost 20-year-old video game), QFG2VGA's script is longer than most long novels. I worked closely with Erpy during the edit, and as a long-time QFG player (and all-around Sierra fan), I'm very confident that we've done a good job. If anyone has questions about how things were edited, feel free to ask.

Brainiac
Royal Vizier Status
Posts: 2055
Joined: Thu Mar 18, 2004 6:20 am
Location: Somewhere in Ohio...
Contact:

Specialty bargains

#278 Post by Brainiac » Sun Mar 09, 2008 4:44 am

GuJiaXian wrote:If anyone has questions about how things were edited, feel free to ask.
I'm curious if any of the special bargainings were altered, like getting four pill bottles for the price of three from Harik or getting Ali Fakir all the way down to 5 dinars for your saurus.

GuJiaXian
Royal Servant Status
Posts: 101
Joined: Thu Mar 06, 2003 12:57 pm
Location: Roswell, Georgia
Contact:

#279 Post by GuJiaXian » Sun Mar 09, 2008 6:05 am

Heh, I'd prefer to leave details of the game a surprise for now. People here on the forums have wondered how certain inconsistencies in spelling, grammar, punctuation, etc. will be handed in the remake, and I meant that I could answer questions of that nature. Also note that I haven't actually played through the new game; I've just read through (and edited) the entire script.

Though I do feel that I could let slip one spoiler: the game takes place in a desert. Shhh, don't tell anyone. :)

Erpy
Forum Administrator
Posts: 11434
Joined: Tue Sep 25, 2001 8:28 pm
Location: The Netherlands

#280 Post by Erpy » Sun Mar 09, 2008 11:23 am

I'm curious if any of the special bargainings were altered, like getting four pill bottles for the price of three from Harik or getting Ali Fakir all the way down to 5 dinars for your saurus.
MOST of the bargainings now take place through the game's barter system, which is a lot like QFG3/QFG5's system, rather than the simple "type bargain and get a fixed discount"-system the EGA game had.

Image

^Mo^
Peasant Status
Posts: 18
Joined: Wed Nov 21, 2007 6:42 pm
Location: The Netherlands

#281 Post by ^Mo^ » Sun Mar 16, 2008 3:16 pm

I have no idea whether this has been mentioned or not, but will the remake have an acrobatics menu item, like it did in QFG3?

Erpy
Forum Administrator
Posts: 11434
Joined: Tue Sep 25, 2001 8:28 pm
Location: The Netherlands

#282 Post by Erpy » Sun Mar 16, 2008 3:44 pm

Actually, QFG4 was the game with the acrobatic icon and since the thief didn't officially learn acrobatics until the third game, there's no reason to have an icon in the second game.

Image

XenoPhsycoMan
Peasant Status
Posts: 8
Joined: Fri Dec 01, 2006 4:18 pm
Contact:

#283 Post by XenoPhsycoMan » Mon Mar 17, 2008 6:22 am

Sorry this may sound dumb because i check the forums and message boards frequently but I dont always remember everything, is this a typing based game like the original or is it like the rest wit hthe point and click system?

Also keep up the good work, Im excited to see the outcome. From what ive seen and heard so far its going to be stupendastically awesome!

adeyke
Moderator
Posts: 1744
Joined: Fri Aug 10, 2001 6:01 am

#284 Post by adeyke » Mon Mar 17, 2008 6:51 am

It has a point-and-click interface for interacting with the world, but you can use the arrow keys to walk and some things (such as combat) do use the keyboard.

Lambonius
Knight Status
Posts: 405
Joined: Tue Dec 13, 2005 11:54 pm
Location: Illinois, USA

#285 Post by Lambonius » Mon Mar 17, 2008 7:53 am

adeyke wrote:It has a point-and-click interface for interacting with the world, but you can use the arrow keys to walk and some things (such as combat) do use the keyboard.
I've always liked the idea of a combination of the point and click style and keyboard commands (even parser based input,) although I think the few games that I've seen it in (LSL 7 springs to mind) implemented it quite poorly (the parser in that game was used for only a few puzzles and easter eggs.)  As for a QFG game, the keyboard combat is definitely the way to go; the point and click combat was always pretty weak.  QFG4 combat was a nice step in a different and faster paced direction, but the combat of the other two VGA games in the series was quite bland and uninteresting, in my opinion.

wplessen
Peasant Status
Posts: 2
Joined: Fri Mar 21, 2008 11:38 pm

QFG2 Remake Beta

#286 Post by wplessen » Sun Mar 23, 2008 1:58 pm

How do I get my hands on this? Seems to me you could sell even the beta for this product. Haven't seen it yet but I'm anxious to try the remake. However, the reality is this game is 7years in the making?! and I really don't want to wait another 3 years for it to go through beta. So how about it, guys?

Anonymous Game Creator 2
The Prince of Shapeir
Posts: 8891
Joined: Tue May 08, 2001 4:12 am
Location: Phobos
Contact:

#287 Post by Anonymous Game Creator 2 » Sun Mar 23, 2008 2:06 pm

How about what? Selling the beta? Well, that depends. Tell you what... put 5,000 Dinars in a black, unmarked briefcase, leave it at the end of Centime Tarik and we'll talk. :D

khoodandco
Peasant Status
Posts: 11
Joined: Thu Oct 11, 2007 4:45 am
Location: Sacramento, CA
Contact:

#288 Post by khoodandco » Sun Mar 23, 2008 6:59 pm

Anonymous Game Creator 2 wrote:How about what? Selling the beta? Well, that depends. Tell you what... put 5,000 Dinars in a black, unmarked briefcase, leave it at the end of Centime Tarik and we'll talk. :D
Well, it seems there's a problem. I decided to go to Alichica, because if anyone's gonna have a briefcase it's gonna be Ali.
I say, 'Hey! Ali, brother, you got any black briefcases?'
Suddenly a voice from above cried, 'You will not use the word "briefcases" in this game.'
I was a little perturbed, but I persisted. 'Hey Ali! How about black bags?'
Ali turns to me, frustrated at my request, and says, 'You needa answer to that, you aska someone else.'

Perhaps this is a bug that can be fixed when you release, but it seems no form of black briefcase is available in the original.
:D

User avatar
Gronagor
Saurus Salesman
Posts: 3881
Joined: Tue Sep 03, 2002 3:18 pm
Location: South Africa (Bloemfontein)

#289 Post by Gronagor » Sun Mar 23, 2008 10:50 pm

Sounds like an Error 52, khooda.

CrazyStalker
Peasant Status
Posts: 35
Joined: Tue Mar 18, 2008 7:19 pm

#290 Post by CrazyStalker » Sun Mar 23, 2008 10:57 pm

I was wondering, is beta testing being done with ''legit'' characters (Imported of QFG1 or created) or are you using some sort of debug/suck blue frog thingie?

User avatar
Gronagor
Saurus Salesman
Posts: 3881
Joined: Tue Sep 03, 2002 3:18 pm
Location: South Africa (Bloemfontein)

#291 Post by Gronagor » Sun Mar 23, 2008 11:04 pm

Well... if it's true beta-testing, they'll be testing using anything possible.

Erpy
Forum Administrator
Posts: 11434
Joined: Tue Sep 25, 2001 8:28 pm
Location: The Netherlands

#292 Post by Erpy » Sun Mar 23, 2008 11:08 pm

It's legit and genuine.

Image

Blackthorne519
Royal Vizier Status
Posts: 2302
Joined: Mon Sep 08, 2003 3:37 am
Location: Central New York
Contact:

#293 Post by Blackthorne519 » Sun Mar 23, 2008 11:43 pm

I almost always use the keyboard to walk around.  I just like the classic feel of control.

Bt

wplessen
Peasant Status
Posts: 2
Joined: Fri Mar 21, 2008 11:38 pm

bargain system for beta

#294 Post by wplessen » Tue Mar 25, 2008 12:37 am

went to centime tarik, unloaded 18000 dinars and left a fortune cookie to boot! i know you wont do it i think you should have a premium members option, where if they pay a paltry sum of say $80, they're granted access to betas and so forth.  :D  aside from that, the screenshots i've seen so far look pretty good. keep hacking away at it - i will be slumbering near the WIT entrance until the final release...

Erpy
Forum Administrator
Posts: 11434
Joined: Tue Sep 25, 2001 8:28 pm
Location: The Netherlands

#295 Post by Erpy » Tue Mar 25, 2008 1:39 am

Premium membership would be on shaky grounds legally, I'm afraid, not to mention the fact it would likely leak within a few days anyway.

Image

^Mo^
Peasant Status
Posts: 18
Joined: Wed Nov 21, 2007 6:42 pm
Location: The Netherlands

#296 Post by ^Mo^ » Fri Mar 28, 2008 7:59 pm

How much time during the week, on average, do you guys spend programming anyway?

User avatar
Gronagor
Saurus Salesman
Posts: 3881
Joined: Tue Sep 03, 2002 3:18 pm
Location: South Africa (Bloemfontein)

#297 Post by Gronagor » Fri Mar 28, 2008 8:04 pm

Hmmm, I think they've made it very clear that the programming/scripting is done. They're only bug-testing (and fixing) which is... uhmmm... bug testing (and fixing).

^Mo^
Peasant Status
Posts: 18
Joined: Wed Nov 21, 2007 6:42 pm
Location: The Netherlands

#298 Post by ^Mo^ » Sat Mar 29, 2008 6:30 am

Gronagor wrote:Hmmm, I think they've made it very clear that the programming/scripting is done. They're only bug-testing (and fixing) which is... uhmmm... bug testing (and fixing).
Fine, I'll rephrase: How much time during the week, on average, do you guys spend working on the game anyway?

Anonymous Game Creator 2
The Prince of Shapeir
Posts: 8891
Joined: Tue May 08, 2001 4:12 am
Location: Phobos
Contact:

#299 Post by Anonymous Game Creator 2 » Sat Mar 29, 2008 7:26 am

Too much. Pretty much every waking minute, trying to get it released as soon as possible.

Erpy
Forum Administrator
Posts: 11434
Joined: Tue Sep 25, 2001 8:28 pm
Location: The Netherlands

#300 Post by Erpy » Sat Mar 29, 2008 11:38 am

On average over the whole project...about 4 hours a day when I had work or school and about 8 to 10 hours a day whenever I didn't.

Image

Post Reply