ace, enby, software engineer and game developer that draws sometimes, ACAB, Free Palestine


There's a discord server I guess
discord.gg/xxsh8SvFfp
I stream once in a blue moon
www.twitch.tv/qwarq
video james
qwarq.itch.io/

mhoff
@mhoff asked:

"i want to make a spiritual successor to Quest 64 one day - i've been planning it for years."
What're you looking to improve/add on in your spiritual successor?
Which rough edges do you like that you would include that you think someone else might try to sand off?

the core parts of what i like about Quest 64 are the relatively open world, mostly hands-off story and most of the battle system.

one thing i really want to add is spells for world traversal. just add a dash of metroidvania in there. special spells would let the player, for instance, scale a cliff, cross a river or survive the heat in a magma-filled cave

the story i have planned is quite different, but i want to keep the relatively simple style. it won't have complex cutscenes or a big cast of characters, but i would like the couple of recurring characters to be a bit more developed and meaningful to the story

the battle system is probably the most iconic part of Quest 64. i want to keep it turn-based with the movement rings, elements for spellcasting and being able to dodge some attacks, but i think they could be expanded on slightly. i would add a resource like "action points" used for movement, casting and item use. they could be used to move further at the cost of not attacking, or casting a spell and using an item if you don't move. any points not used after taking your turn would be used to help dodging or defending against attacks. also, your spells could be locked onto a target, so you don't have to deal with fiddly movement to line up an attack.


You must log in to comment.