Author Topic: Remaking MoE  (Read 53835 times)

Offline kindofdoon

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Re: Remaking MoE
« Reply #40 on: August 08, 2010, 06:59:41 PM »
It still wouldn't be an "improvement" to the game. You need to think about features that are true improvements, not downgrades.

I was thinking the same thing, Baggins.

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Re: Remaking MoE
« Reply #41 on: August 08, 2010, 07:59:21 PM »
I'd say adding in  cut material, including an entire exploration of Castle Daventry and the Underwater World, and other elements, including a downgrade of the action elements from enemies all around to more exploration and physical puzzles, an upgrade.

Offline kindofdoon

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Re: Remaking MoE
« Reply #42 on: August 08, 2010, 08:21:12 PM »
I believe what Baggins meant by "downgrade" was forcing the player into either 1st or 3rd person, whereas the original let the player choose.

Correct me if I'm wrong.

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Re: Remaking MoE
« Reply #43 on: August 08, 2010, 08:28:18 PM »
I believe what Baggins meant by "downgrade" was forcing the player into either 1st or 3rd person, whereas the original let the player choose.

Correct me if I'm wrong.

Yes on that, but it might offer something new. I'd imagine even now allowing a player to choose between first and third person at will would be a lot of work.

Offline kindofdoon

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Re: Remaking MoE
« Reply #44 on: August 09, 2010, 07:31:30 AM »
Hence "overly ambitious".

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Offline Baggins

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Re: Remaking MoE
« Reply #45 on: August 09, 2010, 07:53:40 AM »
No offense, but having the abililty to switch between first and 3rd person, or lack there of isn't going to make the game "easier" or "more difficult" to make.

Most engines worth there weight have that option. If you are programming sequences that are in first person and sequences in 3rd person, you have already put that feature into the game (you just took control of it instead of the player).

So what would be the point removing the toggle? It would just be a downgrade, but wouldn't add anything new... Infact it would be a regression...
Well, ya, King's Quest is on Earth. Daventry is very old city from a long time ago. It's in ruins now and people aren't quite sure exactly where it used to be. There are some archaeologists searching through the ruins, they think they know its Daventry. But its somewhere on Earth."-Roberta Williams http://kingsquest.wikia.com/wiki/File:Daventryisearth.ogg

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Re: Remaking MoE
« Reply #46 on: August 09, 2010, 11:33:04 PM »
Hence "overly ambitious".

It'll be a project that I'll get done as soon as I get people to help. It's a dream project for me, and I want to see it done.

(Posted on: August 09, 2010, 01:45:14 PM)


What about a VGA MoE remake, with KQ5-6 style graphics?

Offline kindofdoon

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Re: Remaking MoE
« Reply #47 on: August 10, 2010, 05:48:48 AM »
Combat would be tricky in a KQV VGA style game. Do you have any ideas for how that would work?

Also, what engine would you use?

Daniel Dichter, Production/PR
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Offline Baggins

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Re: Remaking MoE
« Reply #48 on: August 10, 2010, 05:53:38 AM »
Well, doing it KQV/6 style would be interesting from a novelty and originality standpoint. Plus you could essentially make it your own game. I remember someone else that wanted to do that, but it never went anywhere.

If you were going to go that route though, I'd suggest trying to make it a Quest for Glory type interface. Maybe include random encounters, and a more advanced leveling system, mimicing QFG. Like you can't just climb into a place, unless you build up enough climbing skill for example.

You could also maybe add "class choices" that could open up alternate puzzle solutions, heh heh, ;).

However, you'd be creating a game that's kind of like possibly having seven QFG1/4 type worlds in one game. You'd need a at least 16-20 screens for each world's outdoor areas. So roughly 112-140 screens to explore around. That's not counting indoor areas. You could reduce that number a bit by using overworld map like in QFG3/5, as well as cloning and reusing random trees/rocks to create screens like in QFG.

Absolutely huge for a KQ game let alone adventure games in general.
« Last Edit: August 10, 2010, 06:05:46 AM by Baggins »
Well, ya, King's Quest is on Earth. Daventry is very old city from a long time ago. It's in ruins now and people aren't quite sure exactly where it used to be. There are some archaeologists searching through the ruins, they think they know its Daventry. But its somewhere on Earth."-Roberta Williams http://kingsquest.wikia.com/wiki/File:Daventryisearth.ogg

Offline snabbott

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Re: Remaking MoE
« Reply #49 on: August 10, 2010, 08:44:44 AM »
No offense, but having the abililty to switch between first and 3rd person, or lack there of isn't going to make the game "easier" or "more difficult" to make.
Not necessarily... If you control the camer angles, then you can take "shortcuts" by not finishing all of the 3D art - I've seen cases where this was done in TSL.

Well, doing it KQV/6 style would be interesting from a novelty and originality standpoint. Plus you could essentially make it your own game. I remember someone else that wanted to do that, but it never went anywhere.

atec123 was planning something like this. The last I heard, he still wanted to do it, but he wasn't expecting to have the time for quite a while.

Steve Abbott | Beta Tester | The Silver Lining

Offline Baggins

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Re: Remaking MoE
« Reply #50 on: August 10, 2010, 09:25:33 AM »
Snabbot the point was that we are talking about a first person action game with complete control and exploration (what Roberta described as a cross between Doom and Super Mario 64). When you already have that kind of control, there is no point in limiting the camera angles. Its very difficult to limit camera angles in a first person game.

Now you could have a "first person" myst type game with locked camera angles, but that would pretty much destroy the whole point of what Roberta was going for in MOE.
« Last Edit: August 10, 2010, 09:29:00 AM by Baggins »
Well, ya, King's Quest is on Earth. Daventry is very old city from a long time ago. It's in ruins now and people aren't quite sure exactly where it used to be. There are some archaeologists searching through the ruins, they think they know its Daventry. But its somewhere on Earth."-Roberta Williams http://kingsquest.wikia.com/wiki/File:Daventryisearth.ogg

Offline snabbott

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Re: Remaking MoE
« Reply #51 on: August 10, 2010, 11:20:12 AM »
Ah - I missed something. I was thinking third-person only. I personally don't like first-person - I have trouble controlling the camera to see everything. I played MoE exclusively in 3rd person view.

(Posted on: August 10, 2010, 10:46:33 AM)


Where is atec, anyway? ???

Steve Abbott | Beta Tester | The Silver Lining

Offline Baggins

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Re: Remaking MoE
« Reply #52 on: August 10, 2010, 11:37:30 AM »
Ya, I know what your saying. I think that's why she mentioned super mario 64 to point out that it would also allow for 3rd person gameplay, for those who don't enjoy FPS mode.
Well, ya, King's Quest is on Earth. Daventry is very old city from a long time ago. It's in ruins now and people aren't quite sure exactly where it used to be. There are some archaeologists searching through the ruins, they think they know its Daventry. But its somewhere on Earth."-Roberta Williams http://kingsquest.wikia.com/wiki/File:Daventryisearth.ogg

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Re: Remaking MoE
« Reply #53 on: August 10, 2010, 11:42:53 AM »
Combat would be tricky in a KQV VGA style game. Do you have any ideas for how that would work?

Also, what engine would you use?

Why would it have to include combat? Why couldn't it be exploration with just bosses--defeated in cinematic sword fights ala KQ6 or something else.

Also, for a VGA game the engine would be AGS.

Offline kindofdoon

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Re: Remaking MoE
« Reply #54 on: August 10, 2010, 01:30:40 PM »
I'm only asking about combat because MoE featured combat.

Daniel Dichter, Production/PR
daniel.dichter@postudios.com

Offline waltzdancing

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Re: Remaking MoE
« Reply #55 on: August 10, 2010, 01:49:27 PM »
Ah - I missed something. I was thinking third-person only. I personally don't like first-person - I have trouble controlling the camera to see everything. I played MoE exclusively in 3rd person view.

(Posted on: August 10, 2010, 10:46:33 AM)


Where is atec, anyway? ???

That's an interesting question. I'm going to have to email him and see if he is okay. Those boys were part of my family. Love ya guys

Offline Jackly

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Re: Remaking MoE
« Reply #56 on: August 10, 2010, 02:08:18 PM »
What about a VGA MoE remake, with KQ5-6 style graphics?

That's a fantastic idea!  :D
Where do I have to sign to join your project?  ???

Offline snabbott

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Re: Remaking MoE
« Reply #57 on: August 10, 2010, 04:18:48 PM »
Where is atec, anyway? ???
That's an interesting question. I'm going to have to email him and see if he is okay. Those boys were part of my family. Love ya guys
hey!  look who's back!

oh wait.... there he goes again.

oh well.

I'm still alive in case you were wondering, but I haven't played the game.  I need a new computer.

please hold.  I will be back some day.
Is it someday yet?  :-\ ???

Steve Abbott | Beta Tester | The Silver Lining

Offline waltzdancing

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Re: Remaking MoE
« Reply #58 on: August 10, 2010, 09:46:52 PM »
I guess not.  :(

Offline Mysteria

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Re: Remaking MoE
« Reply #59 on: August 11, 2010, 04:38:46 PM »
I wouldn't even mind seeing MoE remade 2-d. I actually hated moving Conner around because of all the early 3-d glitches ect..

I would not mind even leaving Mask the way it was...if it was remade in 2-d. It was such the hassle to move Conner around and then you'd get attacked by something you couldn't even bring Conner to see yet! Ugh..it annoyed me.
 

anything