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- Jan 28, 2011
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There is no tag yet. But feel free to send me the ten dollars.
But again, is a blobber-influenced game what Quest for Glory fans want?
I... honestly don't see how this game is supposed to be blobber-influenced, like, at all. There's nothing that says 'blobber' in its mechanics to me.
Well the game looks promising, but those 2 people gave me the creeps. They really look like 2 people who are abducting children and keeping them in the basement.
Their experience comes as much from being lifetime DnD gamers. The only reason they haven't made more RPGs was that no one was hiring game developers for RPGs for a long period outside the well known big companies that already had established teams, so they went to other companies and other work.Me neither. Well, other than catacombs exploration being a huge part of the game.
But they seem to want to go full RPG, yet their RPG experience seems to consist mainly of MMOs and blobby 80's games. Hence it is logical to assume that those design philosophies will inform the game.
We're going to make sure that for difficulty settings: Normal mode is difficult, and Hard more is extremely difficult. We're not constrained to make hard easier by executives, just to make people feel better about themselves.To be honest, combat is going to be the most in flux part of the game at the moment. We have a planned combat system, but it's one that will need testing to make it's fast, strategic and challenging-ly fun..
Right now it's a solo hero, with multi-panel movement (one of the issues with a Rogue-like is that the one movement per turn makes monsters too predictable.)
For the moment, your most important characters options are choosing which poisons and traps to use. For example, you might use a slow poison on a large Minotaur, and then lure out the surrounding minions to kill one by one. Maybe on the Hard setting you're not strong enough to kill the Minotaur by yourself, so you set up a spring trap to launch it into a pit. For simpler battles, it might just be using a burning poison to kill a set of octopus-like monsters quickly. For basic combat a lot of it will be figuring out the monster's weaknesses, and then choosing positioning to pick them off without taking too much damage.
If the Kickstarter succeeds, one of our first focuses will be getting out a combat tester for our backers. We want to make sure the game's combat is more RPG than puzzle game, and that can be a fine line to balance.
Their experience comes as much from being lifetime DnD gamers. The only reason they haven't made more RPGs was that no one was hiring game developers for RPGs for a long period outside the well known big companies that already had established teams, so they went to other companies and other work.
More to do with the job markets and the games that big companies were hiring for (majority of designer jobs available were for action games that they didn't want to do make). There has be a couple of periods in the industry where a significant amount of game developers were fighting for a small amount jobs as companies went under or cuts were made. Either had to work on a project you didn't care about, or switch to another industry which paid better.OK. Funny thing is, many people on the Codex will tell you that RPGs have become progressively more adventure game-like over the years. As such, it's always seemed to me that they could have found work doing Quest for Glory-ish games if they wanted to. In terms of game mechanics of course, not in terms of the tone and atmosphere, which was quite unique.
They are some of the best games ever. Period. They have aged just fine.Quick rundown of the QfG series for youngling newfags? Did somebody say in another thread they were grindy and exploitable? Any of them aged decently?
Game seems ok, but whats up with that retarded name?
Game seems ok, but whats up with that retarded name?
It's a Wii-U exclusive
Well the game looks promising, but those 2 people gave me the creeps. They really look like 2 people who are abducting children and keeping them in the basement.