Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
On one hand, combat can feel very straightforward. And, seemingly on a dime, combat stilts from being simple "click until its dead" to "oh dear lord, I'm getting mauled."
But I think the solution to that is actually more deep in the mechanics? The teacher does, in fact, tell you to use traps, to use runes, to keep your distance and, perhaps most importantly, to avoid combat altogether.
If you are using things like the Mighty Trap or your Runes, suddenly the insanely difficult combat (like the Gog King) becomes much more manageable. The strategy in the game isn't about stacking certain moves, using cover or controlling spacing so much as figuring out what items you have to help you with the situation beyond just your dagger.
To that end, I think it greatly excels over the original QFG games (which sparringly let you use items for combat outside of a healing potion) and would have been made objectively worse with a more "arcade" type feel.
Also, in another side, if you ignore training certain stats (perhaps most important of all, Fitness), combat becomes insanely difficult. Fitness is your health and your damage, all rolled in one. Even with all the Mighty Traps in the world, if you haven't been pumping weights in the Training Room, you'll be dropping like a fly in the Catacombs section.
I think, in the end, the combat will need to see a large rework anyway for the sequel (Wizarding Way using all magic will likely be very different than what we got here with Rogue to Redemption), so it may wind up being a moot point. But if the game had included perhaps a more diverse Action Economy, this might have provided some interesting alternatives.
Something like an Action, Bonus Action and a Movement (like what we see in 5th Editions Dungeons and Dragons) might have made things more nuanced. Having movement be its own turn (but then having an attack include some baked-in movement) in particular was a little frustrating, while item use might have gotten more play if laying a trap or a rune didn't eat up your whole turn.
Anyway, glad to see people are still playing, reviewing and talking about the game, nearly nine monthys after release! Shows that people care enough about the IP, good or bad.
I originally designed the combat to use an Action Point system, but the programmer had a lot of problems implementing it, which in turn told me that I hadn't taken enough things into account in the design.
The monster AI becomes insanely complex when interleaving player and monster actions. In a turn-based system, both sides should make all their decisions before the turn starts, but it would look really stupid if they slavishly adhered to those decisions. For example, a monster slashing out into empty space because the player chose "Move" as his first action feels ridiculous.
However, the flip side is even worse. If the monster can react to each of the player's actions, but the player can't react to the monster's, that's unfair to players. If the system automatically changes a player action in order to react appropriately, that takes away player agency. I think we handled this best in Quest for Glory IV, where you can either set a tactical approach and let the game handle the details, or play in arcade mode and do it all yourself. Maybe we painted ourselves into a corner by deciding that combat would be entirely turn-based and non-twitch.
I'd still like to make an action point combat system at some point, but we didn't manage it in Rogue to Redemption. It's a very challenging design and programming problem. (We nearly shipped Hero's Quest with a game-crashing bug in the Kobold encounter because of an inability to handle simultaneous actions cleanly. But we have much more powerful computers today, so it should be solvable.)
A per using traps and runes - that just inserts an extra step into the routine of routine combat.
Killing a Dire Drat is fundamentally no different than killing a Warrior Drat, which... probably isn't as similar as you want your first and last enemies to be.
1st) The Time limit
2nd) How the game uses its time limit
People are always quick to remind you that QFG had time limits. Yet I'd also be quick to remind them that the time limit was not only generous but enough to see all of the content even if it was your first time playing.
So, it is a brisker time limit... you probably won't get to do everything. Alright aaaand! You just picked the wrong thing to say. Well, that is alright time to explore the school... very slowly, in a game with a strict time limit.
Well, at least you can level up the important skill of... wait what is important? Ohhh I see... the game expects you to read a guide *Note: It literally tells you to read a guide*
But... You know... Maybe the game is shorter but more expansive, how long can one year be... 25 hours!?!
I get the impression that the time limit was a decision made later... rather than a design decision from the very start.
Mind you I am emoting for the most part, this is literally my thought process unfiltered.