Author Topic: Combat in Quest for Infamy  (Read 9321 times)

0 Members and 1 Guest are viewing this topic.

Klytos

  • The Big Cheese
  • The Bosses
  • Mastermind
  • *******
  • Posts: 2655
  • Liked: 1715
  • Gender: Male
  • Infamous to the Max Power!
    • Shawn Klytos Mills
    • shawnmills100
    • shawnmills100
    • View Profile
    • Infamous Quests
  • Favorite Game: Hero's Quest
Combat in Quest for Infamy
« on: January 14, 2013, 09:51:54 AM »
Hi Backers,

Before you read on, please be aware that we are fully aware that some classes have more combat capabilities than others. It's all balanced out by each class being able to do different things. Although the sorcerer has a lot of combat spells, he is limited in other things he can do, and the rogue might not have power moves like the brigand, but he can sneak around and break into houses. So the game itself is balanced, when you look at it as a whole.

Please also be aware that some of the numbers we're using below, like cool downs and mystical power regeneration are fluid as we haven't fully tested it all with every possible enemy. In short, some of this stuff might change in the final product.


We've made a lot of changes and additions to the combat system works since Demo 1.0 and I wanted to let you all know what we've done and give you first-hand, insider knowledge on the process.

As you know from Demo 1.0, the combat is turn-based, with a 3 second timer so that if you don't take your turn, the enemy gets another go at you. And you'll remember that there are four attacks, Swing, Hack, Slash and Block. This is all still the same, although we've made some changes to the formula that operate these attacks as we've made some major changes to our stats. But that's for another time.

Each of the three sub-classes will have their own tailored combat GUI because each sub-class has their own special moves. And each of these moves is a learned move - by which I mean you have to complete a quest or a task in order to be able to operate that particular skill. We are also handling escaping from combat differently for each class. Until you pick a sub-class, you won't be able to escape from combat.

Brigand
The Brigand sub-class is able to learn a move called "Furious Anger" which is an attack that is unblockable by your enemy. It's generated by successfully blocking 3 times during combat, which gives Mr Roehm the power to belt the crap out of his opponent. This is lethal to enemies and well worth learning. But it won't be easy! Kurdt has some hard tasks for you to undertake before he'll teach you that!

To escape from combat, you'll have the ability to bull-rush your opponent, basically shoulder charging him and running over the top of him.

Rogue
The Rogue sub-class learns to use a bladerang, which you can throw at your enemy to inflict some damage and would stun him for a short period (long enough so you can attack again.) Although it can't be blocked by your enemy, it does have a cool-down period so the player can't spam the attack over and over. Ian might be willing to teach you this, or point you in the right direction, for a price.

To escape from combat, you'll be able to learn to throw smoke bombs at your enemy, confusing him and giving you time to escape.

Sorcerer
My personal favorite (because Jeremy and myself spent a LOT of late nights working up the GUI's for this) is the spells. "Flaming Vengeance" "Icy Shards" "Nature’s Blessing" and "Plague Carrier" are your four main spells for combat.

Flaming Vengeance and Icy Shards are simple casting spells, which will damage your enemy, but some will only work on certain types of enemies that other's won't work on. Plague Carrier does damage over time, useful to cast at the start of combat because it does very minor damage but does it every so many seconds. And Nature's Blessing is a basic healing spell.

The interesting thing we've changed is that we've removed mana completely from our game. Every magic using game has mana! How boring! We've instituted something called mystical power which works as a cooldown for spell casting. After you cast each spell, you will have to wait 10 seconds before you can cast another one.

Later on in the game, you'll be able to learn the ability to speed up your mystical power regeneration, as well as learning how to cast your combat spells at a more powerful level.

For escaping combat, you'll be able to cast "Windstorm" which creates a whirlwind around the enemy allowing you to escape.

As a special sneak peek, he's a screen shot of the sorcerer's combat screen!

NOTE : If you're wondering why throughout this post I've referred to sub-classes, it's because Mr Roehm is a rogue. He then specialises in either thievery, magic or more rogue skills.
"Any statements made by this member of Infamous Quests is his own personal opinion and does not necessarily reflect the opinions of Infamous Quests. Any official statements made about Infamous Quests by this member will be clearly identified as such."

Klytos

  • The Big Cheese
  • The Bosses
  • Mastermind
  • *******
  • Posts: 2655
  • Liked: 1715
  • Gender: Male
  • Infamous to the Max Power!
    • Shawn Klytos Mills
    • shawnmills100
    • shawnmills100
    • View Profile
    • Infamous Quests
  • Favorite Game: Hero's Quest
Re: Combat in Quest for Infamy
« Reply #1 on: January 14, 2013, 10:03:20 AM »
Monsters

We've worked up the random monsters in the game you would encounter on your travels, and there's well over a dozen of them. This doesn't include "boss" fights, like Joanne (the beast) in the demo / intro.

Here's a sneak peak at a couple of them. For your pleasure, a day and a night monster!

Dwarves
Were you aware that Dwarves are really evil, not like those nice Dwarves in Lord of the Rings and every fantasy game / book / movie you'll find? Well they are! Dwarves are grumpy little bastards. Short, stocky, they use a pick-axe as their weapon. They live in the mountains and dwell around the mines. They'll insult you while they're chopping you up and they'll harvest every single part of your body and sell it off to make a profit for wasting their time in killing you. Only one thing speaks to a dwarf, and that's gold. (Dwarves and the mines are all part of the "extended" content that we reached in the kickstarter stretch goals.)

Wights
The wight is a creature of the night who looks like a zombie. Glowing red eyes, all falling apart (think dawn of the dead.) He's hard to hit, doesn't have good accuracy but when he connects, he hits like a truck. They won't back down once the fight is engaged. They come out of the ground and attack, you never see them coming.
"Any statements made by this member of Infamous Quests is his own personal opinion and does not necessarily reflect the opinions of Infamous Quests. Any official statements made about Infamous Quests by this member will be clearly identified as such."

asianmusicguy

  • Villain
  • ***
  • Posts: 102
  • Liked: 16
  • Gender: Male
    • View Profile
    • Crystal Utada
Re: Combat in Quest for Infamy
« Reply #2 on: February 28, 2013, 05:04:23 PM »
 you have outlined some great classes the Sorcerer sounds absolutely amazing
If you enter this world knowing you are loved and you leave this world knowing the same, then everything that happens in between can be dealt with.  ~Michael Jackson

Klytos

  • The Big Cheese
  • The Bosses
  • Mastermind
  • *******
  • Posts: 2655
  • Liked: 1715
  • Gender: Male
  • Infamous to the Max Power!
    • Shawn Klytos Mills
    • shawnmills100
    • shawnmills100
    • View Profile
    • Infamous Quests
  • Favorite Game: Hero's Quest
Re: Combat in Quest for Infamy
« Reply #3 on: February 28, 2013, 05:27:06 PM »
Thanks mate, we're very excited about all the classes and the way combat works. I love the Sorcerer stuff myself (nothing to do with designing most of it!)
"Any statements made by this member of Infamous Quests is his own personal opinion and does not necessarily reflect the opinions of Infamous Quests. Any official statements made about Infamous Quests by this member will be clearly identified as such."

asianmusicguy

  • Villain
  • ***
  • Posts: 102
  • Liked: 16
  • Gender: Male
    • View Profile
    • Crystal Utada
Re: Combat in Quest for Infamy
« Reply #4 on: March 01, 2013, 10:59:39 PM »
 now traditionally magic users dont carry  swords but i assure based on the demo we build our class as we go along based  on d who we choose as a mentor at start? so i we will be able to use sword attacks along with magic?  thats what i gather from the screenshot anyway.
If you enter this world knowing you are loved and you leave this world knowing the same, then everything that happens in between can be dealt with.  ~Michael Jackson

Klytos

  • The Big Cheese
  • The Bosses
  • Mastermind
  • *******
  • Posts: 2655
  • Liked: 1715
  • Gender: Male
  • Infamous to the Max Power!
    • Shawn Klytos Mills
    • shawnmills100
    • shawnmills100
    • View Profile
    • Infamous Quests
  • Favorite Game: Hero's Quest
Re: Combat in Quest for Infamy
« Reply #5 on: March 03, 2013, 12:31:37 AM »
They're sub-classes more than pure classes. Mr Roehm is a rogue, he just specialises in sorcery, thieving or sword-work.

So yeah, you have a sword.
"Any statements made by this member of Infamous Quests is his own personal opinion and does not necessarily reflect the opinions of Infamous Quests. Any official statements made about Infamous Quests by this member will be clearly identified as such."

Myrddin Starfari

  • Ping of Kuns
  • Villain
  • ***
  • Posts: 178
  • Liked: 34
  • Ok folks, what's with the pitchforks and torches?
    • View Profile
Re: Combat in Quest for Infamy
« Reply #6 on: March 09, 2013, 12:00:29 AM »
Its often bothered me how various means seem locked out in these sorts of games depending on what class you are.  If I were in the main characters place I'd use any means I could to achieve my objective - magic, weaponry or plain old sneakery.
When you're a farrier you need to know these things

Klytos

  • The Big Cheese
  • The Bosses
  • Mastermind
  • *******
  • Posts: 2655
  • Liked: 1715
  • Gender: Male
  • Infamous to the Max Power!
    • Shawn Klytos Mills
    • shawnmills100
    • shawnmills100
    • View Profile
    • Infamous Quests
  • Favorite Game: Hero's Quest
Re: Combat in Quest for Infamy
« Reply #7 on: March 09, 2013, 12:53:52 AM »
Think about picking locks as an example. You could learn a lot just yourself, probably even get quite good at it. But then a professional lock picker comes along and takes your skills to a new higher level. A level you never would have made on your own. QFI is like that. If you're a sorcerer you might be able to pick some locks, but you've not had specialised training in it, so get a really complicated one and you'll be in trouble.
"Any statements made by this member of Infamous Quests is his own personal opinion and does not necessarily reflect the opinions of Infamous Quests. Any official statements made about Infamous Quests by this member will be clearly identified as such."

Goatmeal

  • Mastermind
  • *****
  • Posts: 775
  • Liked: 579
  • Gender: Male
    • View Profile
Re: Combat in Quest for Infamy
« Reply #8 on: March 09, 2013, 09:40:31 AM »
Its often bothered me how various means seem locked out in these sorts of games depending on what class you are.  If I were in the main characters place I'd use any means I could to achieve my objective - magic, weaponry or plain old sneakery.

That's what gave them their "re-play-ability" !

Myrddin Starfari

  • Ping of Kuns
  • Villain
  • ***
  • Posts: 178
  • Liked: 34
  • Ok folks, what's with the pitchforks and torches?
    • View Profile
Re: Combat in Quest for Infamy
« Reply #9 on: March 09, 2013, 06:15:27 PM »
not for me it just made the game stupid in that respect. especially if there was no logical reason for excluding that particular thing.

for example in QFG3 I understand that acrobatics is supposed to be a thief ability, but you get the ability by doing the thief sign in front of someone who trains you in it. Now if another class  knows how to do that sign then surely they should be taught as well.

I found QFG4 much better as you could do things if you had that skill with only one or two minior exceptions which didn't detract from the story.  Have to admit I never did play the game as a thief cause I seemed to be able to do everything of that class with the Paladin or the Wizard (and I'm well aware of the irony of the first one).

Well everything but steal a few things here and there I guess.
When you're a farrier you need to know these things

Klytos

  • The Big Cheese
  • The Bosses
  • Mastermind
  • *******
  • Posts: 2655
  • Liked: 1715
  • Gender: Male
  • Infamous to the Max Power!
    • Shawn Klytos Mills
    • shawnmills100
    • shawnmills100
    • View Profile
    • Infamous Quests
  • Favorite Game: Hero's Quest
Re: Combat in Quest for Infamy
« Reply #10 on: March 09, 2013, 06:29:06 PM »
To get into specifics, all the stats will max out at 100.

If you specialise as a Sorcerer or Brigand, you will still be able to pick locks and sneak around. As Myrddin Starfari said, it's logical that Mr Roehm would be able to do these things. But these stats will max out at around 50 (that number isn't locked in yet, must play-test with this a bit first.) So he'll be able to do thief stuff, he just won't get that extra special training that he would have had he gone the Rogue path.
"Any statements made by this member of Infamous Quests is his own personal opinion and does not necessarily reflect the opinions of Infamous Quests. Any official statements made about Infamous Quests by this member will be clearly identified as such."

Myrddin Starfari

  • Ping of Kuns
  • Villain
  • ***
  • Posts: 178
  • Liked: 34
  • Ok folks, what's with the pitchforks and torches?
    • View Profile
Re: Combat in Quest for Infamy
« Reply #11 on: March 09, 2013, 07:03:54 PM »
makes sense, you could also have it take longer to boost the skill if you're self taught.  You could get as good as a professional, but by that time you're probably going to be an old man.
When you're a farrier you need to know these things

Klytos

  • The Big Cheese
  • The Bosses
  • Mastermind
  • *******
  • Posts: 2655
  • Liked: 1715
  • Gender: Male
  • Infamous to the Max Power!
    • Shawn Klytos Mills
    • shawnmills100
    • shawnmills100
    • View Profile
    • Infamous Quests
  • Favorite Game: Hero's Quest
Re: Combat in Quest for Infamy
« Reply #12 on: March 09, 2013, 07:09:02 PM »
Given that the game will take place over maybe a couple of weeks....
"Any statements made by this member of Infamous Quests is his own personal opinion and does not necessarily reflect the opinions of Infamous Quests. Any official statements made about Infamous Quests by this member will be clearly identified as such."

Myrddin Starfari

  • Ping of Kuns
  • Villain
  • ***
  • Posts: 178
  • Liked: 34
  • Ok folks, what's with the pitchforks and torches?
    • View Profile
Re: Combat in Quest for Infamy
« Reply #13 on: March 09, 2013, 07:14:05 PM »
not to mention if  you spend too long trying to pick the same lock I think someone would notice.
or you'd stare to death, unless you went mad from lack of sleep first.
When you're a farrier you need to know these things

nidoking

  • Producers
  • Villain
  • ******
  • Posts: 203
  • Liked: 129
  • Gender: Male
  • 'Tis beyond my reach!
    • View Profile
Re: Combat in Quest for Infamy
« Reply #14 on: March 10, 2013, 02:57:57 PM »
"I say, Janice, is that man trying to break into that domicile? Do you deem it necessary to alert the authorities?"
"No, Reginald, I don't believe there's any danger of him succeeding. The Genesques recently had a new Level 75 lock installed by the locksmith, and that man has the raiment of a Sorcerer. His lock-picking skill couldn't be higher than 50."
"Why, Janice, I do believe you're correct. He seems to have given up on the lock. And - I say - he seems to be inserting the lockpick into his left nostril!"
"Silly man. That isn't the right type of lubrication for that job."