Blake00: Hi guys :)
I figured it was finally time to drop by and publicly announce my Quest for Glory IV 3D project. After years of tributing other peoples awesome QFG fan games at Blake's Sanctum I decided to have a go at making my own QFG fan game.
mrprmiller: I was so excited when I saw some of the screenshots of this two months ago or so. I'm excited! Out of curiosity, why Hexen?
Thanks mate. Doom editing is the only game making and graphic work I've ever been good at however I quickly realised that Doom would not be the best platform for a medieval game, only a few very talented professional mod teams have every attempted it (Eg Hocus Pocus mod) and they're way more talented than me. However I remembered that Hexen was in the same engine (meaning I didn't have to learn anything new) and had many more similarities to QFG such a 3 character selection and a huge pallet of medieval textures and weapons requiring less modification. So I gave it go!
Zachski: I'm SO looking forward to this mod, you have no idea!
Hexen is definitely one of my top classic FPS games, and I've always loved how moddable it is. And now, it and my favorite game series are coming together in a wonderful blend!
Thank you so much for doing this!
Edit: I've got feedback for you!......
Darn it! I should have known a pro player of both QFG AND Hexen would come along as only someone who's a guru with both would see all my bloody faults and lazy solutions to problems hahahaha. ;)
Thanks you very much for all this feedback mate. It'll be a while before I work on the level again but I've taken your notes and stuck them in a word doc for when that day comes.
Some of things you've asked about I've explained in my FAQ (on the website & in the ReadMe pdf that comes with the mod) but I'll explain some of them here too.
Thief is sort of work in progress as he was certainly the toughest to convert and weakest of the 3 characters effort wise. In QFG the thief just runs around with a Dagger and has no spells which isn't much good for Hexen so I figured I'd replace the mace with the dagger and then just find ways to have the character steal or find monster loot giving them the other 3 Hexen weapons (with minor graphical tweaks such as the hero's white sleeve).
Yeah at this stage there's next to no difference with the 3 characters story wise, the only difference is in how they kill things haha. While I certainly have thought about creating big differences down the track I decided that was a bit too much hard work for this first release.
To create a good story and atmosphere for all 3 characters I decided to change the Paladin's danger sense into more of a general magical Hero sense. That way I could convey more drama for each character especially for regular Doom/Hexen players not familiar with QFG's intricacies. But never say never to doing things in a more QFG way in a future version.
Annoyingly I just couldn't seem to master customisable Hexen inventory items. I knows its possible and I tried and tried but just couldn't master it. Read the various forums and wikis but just couldn't get it working. I'm sure I can if I keep at it but I ran out of patience lol so atm a lot of those QFG items (bonsai, blackbird, rope etc) are simply there as decorations to make locations feel more familiar.
I haven't experimented with Hexen puzzle items (eg how each one works, and how I could change them) but that's an interesting idea. At the time keys were really the only way I could think of to solve the thieves guild and Dr cranium puzzle sequences.
Ah yes I forgot about Katrina giving you the potion if you're injured. Invisible vials on the teleport spot where you wake up is an excellent idea!! Shame on me for not thinking of that haha.
The fruit in the tree is just part of the trees texture, the only grabbable fruit is on the ground. I tried to make the fruit float higher up in the tree however for some reason the engine always pulls them down to the ground. I'm sure if I make my own magic fruit and remove all gravity flags I can get around that though.
Death sequences is not something I've thought about and yeah perhaps I should in the future as that was always a big part of QFG games.
Yeah I figured there was no harm as the guild sword was visible in the original QFG4 to all characters and I knew other Hexen characters couldn't use the weapon if they picked it up. However perhaps I could make it only visible to fighters and then make a decoration (non-pick up) version of the sword thats only visible to the other 2 characters. That would be more QFG4 like.
Thanks yeah trying to find QFG universe replacements for the bloody flying flaming hammer and wizard spells was a nightmare lol! The biggest problem I have with weapons atm is that while I learned how to edit some properties in existing weapons I'm yet to master fully replacing one with an entirely different functioning weapon. As a result I had to find ways to convert the existing Hexen weapons and how they function into the QFG universe. Then make as many graphical changes as my limited artistic abilities would let me do lol. I tried to find a more nature based wizard staff to be Erana's staff however I couldn't find one meaning I'll have to draw my own *gulp* so that got put in the 'future to-do-list' lol, as an interim thing you can see I removed heaps of the evil stuff off the staff and gave it a wooden base (think I stole the wood from a crossbow mod lol) so almost none of the skull is visible.
Anyway cheers again for all the feedback, you clearly had a go with all 3 characters which I doubt anyone else has bothered to so thanks heaps, glad you still enjoyed it! :)