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Messages - hamjam

#1
Mage's Initiation Forum / Re: Combat
April 02, 2013, 12:00:15 PM
One other thought I had re: combat: is there a way to pause game play while in a battle? Maybe there's already a hotkey that does this (sorry, I am new/n00b)? It would be helpful for if/when things get a little hairy. I also can see that in the real game you could  always run off screen (like I normally do in QFG, especially the AGD remake) and escape a particularly gnarly situation (damn lizard men).

Now that I think about it, I know others have expressed issues with the goblin bodies piling up and therefore becoming an obstacle, but I kinda like it. Not in a morbid sort of way, but as a real-life representation of these enemy sprites now rendered inactive and therefore take up space on the screen. I think it's rare to find that in any other game (enemies have a habit of magically dissolving / disappearing) and might be an interesting departure point for combat in this game as opposed to other video games. Also: you can potentially have a barrier between yourself and other attacking enemies with a strategically placed wall of bodies between you and them. Sorry, this is getting a bit morbid...

And last, the mages spells. So far I love them, but someone else brought up the "fire mine" (sorry, can't remember the proper name of this spell) and mentioned it might be useful as a delayed / triggered magic spell, which is how I was using it in the game - or at least I thought I was - and was part of why I drained all my mana so easily the first two times around (to date I've played the demo 6 times and love every minute of it). When I think of mines I think of something you strategically place in the ground to be activated later. After the third time playing through I realized that I had to place the mine directly over the enemy in order to make it effective (I thought I was simply clicking too often or doing something wrong to set it off before it had a chance to do it's job). Maybe this spell could be a bit of a higher drain on mana, but because of it's strategic nature it would pay off amazingly. Another thought would be with a fire mine, maybe there wouldn't be a visible marker of it's location on the gameplay screen, so potentially you could forget where you laid down your mine to make it a bit of a surprise when it gets triggered? Would be useful for situations where you know that you're about to enter into combat and the enemy either isn't on screen at the moment (but soon...) or is up at the top of the screen giving you time to set up a clever gauntlet of fire bomb mine things (sorry, I really should have replayed again before writing to re-jog the memory on what that spell is called).

Other than that, LOVE the game. Like with any game I've ever played, it takes time to get used to the combat, and that's just the way it is. I'm sure I'll get used to the style of combat here and look forward to unlocking many interesting new spells when I finally get to play the game!

Cheers

#2
Mage's Initiation Forum / Re: Combat
April 01, 2013, 05:45:44 PM
First off, wanted to say I'm a huuuuuuge fan of all the games AGD/Himalaya has put out thus far. Played the demo and would just like to reiterate the same points about combat:

a turn based combat would do wonders for the game. Could even be realtime but with slowed animation (think Star Wars Knights of the Old Republic), players load up spells and possibly target opponents (rather than click click click all over the screen) and then wait for spells to queue.

Also: wondered if there would be any hand to hand combat available? Weapons (staff, dagger, etc?) would be helpful for those times when you're mana is out and you have no potions on you. Probably not huge battle axes, more like a mages staff that can help you cast spells as well as be used to strike down an opponent.

Keep up the good work!