Author Topic: Quest for Glory  (Read 7228 times)

0 Members and 1 Guest are viewing this topic.

Offline Joel

Re: Quest for Glory
« Reply #15 on: February 23, 2002, 01:10:50 PM »
slow down, guy.

I'm not saying your game sucks if it uses hacked interpreters. I'm saying I prefer working with the unhacked interpreter and I like the original interface for AGI games a little better than the mouse interface. However, I'm not going to judge your game before playing it based on that fact.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »

Offline robingravel

Re: Quest for Glory
« Reply #16 on: February 23, 2002, 03:32:48 PM »
I didn't say my game wil be suck if it used with hacked interpreter.

I could say "I don't like Kool-Aid juice" that not means the Kool-Aid has a bad taste, that's mean Kool Aid is not my cup of tea. I drink Tang juice.

Sorry if you understood otherwise.

Also I understand some agi veterans do not want to see agi hacked like you, Joel.

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

Offline Nick Sonneveld

Re: Quest for Glory
« Reply #17 on: February 23, 2002, 04:59:14 PM »
Well, considering that the Amiga and Macintosh versions supported the mouse and the Amiga v3 games actually had some mouse commands for turning on/off mouse and boxing it in.. I don't think adding mouse support to the pc interpreter is such a bad idea.

Also, the amiga version supported a different palette for the Space Quest game, it had more orange i believe.  

Now, I know that the current "hacks" don't have the same interface as the amiga/mac versions.. but we could add it in.

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

Offline robingravel

Re: Quest for Glory
« Reply #18 on: February 23, 2002, 05:18:47 PM »
Thanks Nicks.

Of course I said I make agi games for myself but I know
some people like AGISCI and maybe you, Nick, want to see Serguei's destiny II finished.

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

Offline Nick Sonneveld

Re: Quest for Glory
« Reply #19 on: February 23, 2002, 07:39:27 PM »
In Joel's defense however, I think he was just trying to suggest ways to get the same effect without having to change the interpreter.  I don't think he meant to disrespect your game in any way.  He's making his own game himself, he would probably know the time it takes to make one.

In some ways, maybe it's just the game that counts and not what engine you use to make it.

I would like to see a Serguei's Destiny 2.

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

Offline Chris Cromer

Re: Quest for Glory
« Reply #20 on: February 23, 2002, 11:22:26 PM »
Yeah I want to see it also. I loved the first one so this second one should be great.
« 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. ;)

luke_scoffield

  • Guest
Re: Quest for Glory
« Reply #21 on: February 25, 2002, 02:28:48 AM »
Thanks for all your responses, guys.
I've had a play with getting a simple system for a QfG game from the simple AGI Studio template. There's just one room and one hour counts as a day. When it is night, a grey screen replaces the blank white one, and depending on the section of the hour, the menu command Time/Day gives different responses.
I've made it so that when the game starts, you have a menu with options to create a new character, restore an old game or quit. Typing "new character" takes you to a selection of Fighter, Magic User, Thief. The selection here sets a flag that denotes the character type through the rest of the game.
Next, you're taken to the attributes sheet (different for each character type) and by typing the name of an attribute you can add five points (and the appropriate amount is taken from the available 50 points). When the available points are used up, the player goes to the first and only room. In the inventory are the specific items for their character (i.e. lock pick for thief) dictated by the character flag. A menu option shows a text screen character sheet, displaying all the attribute variables. Another menu option displays a text screen for spells, with the mana points they use and the character's abilities in them.
If "fight" is typed, the player goes to the fight screen. Very simplistic graphics represent the character and the enemy. Three keys are used for dodge left, dodge right and thrust. On the left are displayed the health and stamina of the character and the health of the enemy. The enemy moves randomly, and if you strike while he is in his "neutral" pose he loses a health point, and vice versus. Thrusting uses a stamina point.
So there you go: a simple representation but I reckon it is possible to have QfG in AGI, but you have to be wary about changing the picture for time of day. I might make what I've done available for download if anybody wants to have a play with it and see if they can develop a game.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »

Offline Chris Cromer

Re: Quest for Glory
« Reply #22 on: February 25, 2002, 07:27:43 AM »
Nice job. Good luck and hopefully you will make a full game using that. :)
« 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. ;)


SMF 2.0.19 | SMF © 2021, Simple Machines
Simple Audio Video Embedder

Page created in 0.042 seconds with 21 queries.