What would you like to find in a sequel of The Maze of Galious.

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By Francisco Tellez de Meneses

Expert (91)

Francisco Tellez de Meneses's picture

13-01-2021, 22:14

Kai Magazine wrote:
Francisco Tellez de Meneses wrote:
Randam wrote:

If you add gfx9000 support, you could do dual play across two screens Wink

well, or PlaySoniq support, for the same Big smile but that's crazy, unlikely to be added imho (not much users have 9990/PSQ cards)

More than 250 Myths and Dragons sold here (v9990 exclusive).
More than 250 Life on Earth sold as well (v9990 exclusive).
And as far as I know, more than 200 Ghouls and Ghosts sold (v9990 exclusive) but I don't know the final number, it could be much higher.
All that before the MSX VR was released.
I don't know how many sales gets an msx1 game nowadays, but as far as I know, it is not much more than that.
I know better than most that making a v9990 game is much more work and it is not worth it for the money, but the lack of v9990 users is no excuse.
Just my 2 cents.

I knew I didn't have to copy Pencioner's reply. XD
Seriously, I'm not familiar with v9990 (no idea how many sprites per line it can hold), but doing a coop in two screens is not just a video issue. It involves much more RAM, CPU performance, and a lot of extra developing time.

You'll have it on PC/Switch.

By Kai Magazine

Paragon (1322)

Kai Magazine's picture

13-01-2021, 23:01

I am not advocating for the 2 screen option in particular, personally I don't care about that. I am just saying that there are plenty of users with v9990, and games for it are in high demmand at the moment.
A highly expected msx2 game such as DEVA (no v9990, pure msx2) which is a particularly huge project for msx2 made around 135 preorders.
At the same time, Ghouls and Ghosts for v9990 made more than 200 preorders (probably many more).
That is what I am saying.
As a matter of fact we are developing another game for v9990 (purely as a hobby) at this time, which should be ready in a few months.
I am just saying this last bit because I know "talk is cheap", and asking things to others is easy, but this is not my case.

By Manuel

Ascended (17296)

Manuel's picture

14-01-2021, 00:27

My V9990 is ready to take more cool software! And so is my turboR, of course! But OK, we're going off-topic Smile

By Francisco Tellez de Meneses

Expert (91)

Francisco Tellez de Meneses's picture

15-01-2021, 17:54

Question about quests/story:

We have two ideas here:

1.- Independent quests to obtain certain items. Something direct asked from the gods. You can have more than one quests opened at the same time, and they are always optional. That should be more "arcade".

2.- A single thread of quests, where the story is told in a chain of quests that are mandatory to complete in order to unlock certain parts of the game and, of course, to end the game. You have to complete one to proceed to the next one (net step in the story). That should be more "rpg".

What do you think it whould be best?

By Randam

Paragon (1085)

Randam's picture

15-01-2021, 20:14

I personally like if some parts of the castle are shielded off in a way; like not being able to jump high/ far enough to reach a ledge, or having to solve a puzzle to get in places. But still have big chunks you can explore. Like there is in Symphony of the Night, where for instance double jump, wolf power, bat power and familiairs do that. That is also what I like in MoG. True story items, maybe do sequentially... But some other items could just go in random order (quest or otherwise)...

But I would like it seriously if you have more direct interaction with the gods and some gods are thwarting your progress and stuff like in an RPG they could.

I think both could be made fun in the end.

By Francisco Tellez de Meneses

Expert (91)

Francisco Tellez de Meneses's picture

15-01-2021, 22:15

Randam wrote:

I personally like if some parts of the castle are shielded off in a way.

That's one of the big questions in the team. In the original MoG, you could visit the whole castle from the beginning, and collect most of the items. Should we keep this? Or should we go opening areas as you advance in the game like in a metroidvania game?

Randam wrote:

I think both could be made fun in the end.

I like them both too. I'm curious to know other player's oppinion.

By Randam

Paragon (1085)

Randam's picture

15-01-2021, 22:27

well there are bits that are shielded off, world 5 and 7 are shielded and some things are shielded with an item like in world 2 or shielded with a character...

By Manuel

Ascended (17296)

Manuel's picture

16-01-2021, 00:46

I very much like the freedom of the original game. You can go (almost) anywhere you want. But for some special places you have to make some discoveries. That's not bad, IMHO.

By ren

Paragon (1636)

ren's picture

16-01-2021, 11:05

I agree with Manuel: It's pretty cool you can explore pretty much the whole castle from the outset, and e.g. locate World portals (of which you don't now yet what world it is). This gives a nice sense of free-roaming. You had to wander a bit to find the right portal (an item like the bell makes sense of course Wink)

In MoG from the outset you could decide to go up, left or right, but first you would go down, as that area was 'contained'.

In the spirit of 'open world', I think I prefer the parallel non-linear quest thing. Though I'm not really sure how those map to 'arcade' & 'rpg' respectively.

Perhaps some side-quests shouldn't be optional, as an essential item can be found that way?
(Then they would look optional, but an player will have to go through them all, as (s)he might miss out on something essential...)

Some element of e.g. not-able-to-reach, because you haven't found the 'stringed boots' yet is cool, but I wouldn't go too wild on that as backtracking can be somewhat off-putting, slowing the pace down. OTOH exploring the castle should be fun, and remembering some places in the castle (of unfinished business / things (appearing) out of reach, or otherwise unusual/curious things) could be an intrinsic element of the game (kinda was in the original right?)

In MoG with the right item you can teleport to an (open) World, that's handy Smile

Do you have to equip items in your sequel, or is it like the original: once in your possession you benefit (so jump-boots would combine with fast-boots Smile)

So I think whilst MoG (the castle at least) is an open world, it also has some linearity to it, just have to find the right balance Smile What could perhaps be interesting in the sequel, is that you might have to go back to a World, because there's still some unfinished business there or something to discover or something Smile

Planning on releasing a(nother) sneak-peek maybe anytime soon? Smile

-
ps: how's unMetal doing? Have some things/mechanics changed from the demo? I found myself messing with keys (combine/select item) at times, I think you could simplify that using a single key? :) (I missed the fast in-out item select of MG a bit.. ;) Oh, and the Function key menus of the original (but perhaps you can combine an item with a weapon in the game - so then it makes sense to have both in same menu), and the 'free-roaming' radio.. :))

By warmize

Resident (64)

warmize's picture

16-01-2021, 18:15

journey wrote:
Francisco Tellez de Meneses wrote:
warmize wrote:

- A map of the castle pressing F1/F2

.....
A map that is drawn as you visit each room?

I would like this option very much! Smile

Mee too.
The same way it was made in a game called....Ghost.... ;-)

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