Author Topic: Quest for Glory  (Read 7248 times)

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luke_scoffield

  • Guest
Quest for Glory
« on: February 18, 2002, 02:43:02 AM »
Has anybody made a fan Quest for Glory, especially in AGI?
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »



Offline Chris Cromer

Re: Quest for Glory
« Reply #1 on: February 18, 2002, 03:44:52 PM »
As far as I know nobody has made a fan Quest For Glory in AGI. If someone did it probably is in some other engine.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)

Offline Nick Sonneveld

Re: Quest for Glory
« Reply #2 on: February 18, 2002, 04:53:44 PM »
Serguei's Destiny attempts to have some RPG elements (ie, advance in spell casting) and apparently it's work-in-progress sequel has even more RPG stuff.

Apocalyptic Quest, although only a teaser for the moment, also was going to be an RPG.

There's also an old game called Elfintard, and you're meant to find a sword and attack bad guys.. I'm not sure if that counts as an RPG :)

- Nick
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Nick Sonneveld  |  AGI Dev  |  NAGI

Offline Joel

Re: Quest for Glory
« Reply #3 on: February 18, 2002, 07:09:25 PM »
I think there is a Hero6 project or something like that. It's based on Quest For Glory, but it's not AGI. A couple years back somebody started an AGI Quest For Glory, but it was abandoned fairly quickly. Of course, by started I mean there were maybe two screens drawn and you couldn't really do anything in the game and the plot wasn't exactly clear.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »

luke_scoffield

  • Guest
Re: Quest for Glory
« Reply #4 on: February 18, 2002, 11:36:36 PM »
I just asked because I was wondering if AGI would be able to support all the features in Quest for Glory game, i.e. time/day, character sheet, fight sequences.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »

Offline Chris Cromer

Re: Quest for Glory
« Reply #5 on: February 18, 2002, 11:41:20 PM »
It would take some programming but it's possible.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)

Offline robingravel

Re: Quest for Glory
« Reply #6 on: February 19, 2002, 04:55:08 AM »
Quote
I just asked because I was wondering if AGI would be able to support all the features in Quest for Glory game, i.e. time/day, character sheet, fight sequences.


The world in Serguei's destiny II is too big to have the day / night feature. Maybe in Serguei's destiny III.

Robin Gravel
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »

Offline Nick Sonneveld

Re: Quest for Glory
« Reply #7 on: February 21, 2002, 04:22:17 AM »
I've been thinking about the night'n day stuff.  AGI probably doesn't have enough room for you to design separate pictures for night and day.. but what if you split a pic in half, with one side day, the other night.. and only showed one half depending on the time of day?

- Nick
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Nick Sonneveld  |  AGI Dev  |  NAGI

Offline robingravel

Re: Quest for Glory
« Reply #8 on: February 21, 2002, 06:57:50 AM »
Wait! I could make a day / night feature using agimouse.

Agimouse 1.1 features agipal. You can change the color of your game if you like it. Say thanks to Brian Provinciano for this feature.

So, I can change the color depending if the game is the day or the night.

For the Nagi user I could put an icon of the day / night cycle.

Now. Serguei's destiny II will feature three heroes to play with three separate inventories, a fighting scene, a hero's description and a day / night cycle.

Thanks to everyone for suggestions.

Robin Gravel
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »

Offline Chad Goulding

Re: Quest for Glory
« Reply #9 on: February 21, 2002, 10:58:05 AM »
Quote

I've been thinking about the night'n day stuff.  AGI probably doesn't have enough room for you to design separate pictures for night and day.. but what if you split a pic in half, with one side day, the other night.. and only showed one half depending on the time of day?


I don't think the day/night stuff would be a problem with AGI. In QFG 1 the majority of the rooms were in the forest and I'm pretty certain that they were procedurally generated from a palette of trees and plants. That way, the entire forest compacts really well (and only consists of a handful of rooms). To have a nighttime forest you'd just need an identical palette but with the trees and plants drawn in nighttime blue colours.

Robin has a point though. Changing the palette is a much neater solution (but I personally prefer using the original 'untainted' AGI system).

Speaking of QFG, over the past couple of nights I've been trying to make a fully functioning Character Sheet in AGI (just out of curiosity). So far you can choose a character and allocate extra points to the different skills. A QFG AGI game seems very possible.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »

Offline robingravel

Re: Quest for Glory
« Reply #10 on: February 21, 2002, 12:43:52 PM »
Hi Chad.

The day / night is featured in KQ4 agi.

You're talking about qfg 1 vga or ega version?

The world of Serguei's destiny II to explore has 169 logics.
I will need 169 more pictures for the night sceneries.

20 logics are used for three inventories, error, debug, death
character's profile, battle screen, presentation, conclusion ...

67 logics are used for inside houses, caverns, inns ...


Robin Gravel

Offline Joel

Re: Quest for Glory
« Reply #11 on: February 22, 2002, 11:44:19 AM »
You can reduce the number of new picture resources you need by using views to show changes between day and night for indoor rooms. Depending on the level of detail you want, pretty much the only way the difference between day and night is shown for indoor rooms is through things like windows. For the upcoming second demo release of Jen's Quest, I added a window to the dorm room. The dorm room is accessible both during the day and at night, so rather than creating two different picture resources just to show a minor difference like that, I created a view for the window, and two cels -- one for daytime and one for nighttime. Then I put them in the picture with an add.to.pic().

It's another matter if you want to include a great deal of lighting detail. Lighting is very different coming from the sun versus coming from light bulbs, candles, etc. But if (like me)you're not all that concerned with that kind of detail then you can shave at least 67 rooms off the number of new ones that you must have in order to implement night time in the game. And if 20 of the existing logics don't have associated pictures, then you only need about 80 more picture resources, which is within the 255 limit.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »

Offline Nick Sonneveld

Re: Quest for Glory
« Reply #12 on: February 22, 2002, 07:09:14 PM »
I'm just picturing poor Robin now, redrawing all the outdoor pictures so they're darker.  I think the palette option would be the way to go if he wanted to implement it.  It would be cool if he could make it so some of the puzzles could only be completed when it was night.  Or have people's activities changed (ie.. shops closing.. people only turning up at certain times).

- Nick
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Nick Sonneveld  |  AGI Dev  |  NAGI

Offline Joel

Re: Quest for Glory
« Reply #13 on: February 23, 2002, 09:15:26 AM »
Well, it wouldn't take redrawing them from scratch. It's mostly just a matter of changing colors. It probably wouldn't take more than 20 or 30 minutes on each picture. Of course, if the same effect can be achieved with a simple palette swap, that's easier, but I am of the school of thought that says leave the original interpreter alone.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »

Offline robingravel

Re: Quest for Glory
« Reply #14 on: February 23, 2002, 10:05:07 AM »
You know Joel

You are not obliged to play Serguei's destiny II if you don't like it.

Serguei's destiny II will feature

Control your 3 characters using a mouse without type in commands (except for casting spells).

The palette color is used for day and night thing.

I make games for myself only not for everyone else.

No one will not stop me to make games using agimouse and palette feature.

If you don't like my ideas, it's not my problems.

Robin Gravel


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