Inspired by Hero Quest, a game for Android and Windows Phone

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Inspired by Hero Quest, a game for Android and Windows P

Postby nante » Tuesday September 9th, 2014 9:31am

Hi selv, thanks for the reply. With this solution I think the problem persists.
Give a hero 5 orange dice, give a boss also 5 orange dice, there are good chances of getting a 6-0 result. How many HP should the boss have? 20? But the if you're not lucky could take forever to kill him.

I think the way should be giving "base" armor value combined with defense dice.
Example:
Goblin (very weak) = Armor : 0 Defense Dice: 1
Boss (very strong) = Armor: 5 Defense Dice: 3

This way the luck factor is limited, there's no way you can deal huge amounts of damage, because the fixed armor always reduce the damage no matter what the dice say.

What you guys think?


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Re: Inspired by Hero Quest, a game for Android and Windows P

Postby knightkrawler » Tuesday September 9th, 2014 9:35am

I agree that the 'German Colored Dice" are completely overestimated.
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Re: Inspired by Hero Quest, a game for Android and Windows P

Postby slev » Tuesday September 9th, 2014 10:21am

The idea is that it allows a wider differentiation of effects.

Giving the Monster Orange on defence gives much better odds of defending, while the Hero remains on white dice for no additional chance of causing damage.
6 white dice averages 3 skills
6 orange dice averages 3 black shields

Yes, it is possible for the heroes to roll zero skulls and/or for the Monster to roll 12 shields. Ultimately, this "swing" is a feature of the system. It's what allows a Wizard with 1 white die to hurt the Monsters.

If you're aiming to limit the minimum and/or maximum BP loss per turn, changing the dice faces will not help. Even the special abilty from Dark Company won't be too much help. Ultimately this is why the original game placed strict limits on how high each side's dice pool would be.

Unless you can come up with a way to normalise results to unity, it's time for a significant change to combat system.


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Re: Inspired by Hero Quest, a game for Android and Windows P

Postby KT_Cobra » Tuesday September 9th, 2014 1:46pm

I don't care much for the idea of giving monsters a better chance at defending. The monster-to-hero ratio is usually pretty high. Sometimes you'll have moments when heroes are hacking and slashing their way through goblins and skeletons making themselves comfortable only to open a door to more goblins and skeletons but with a couple of chaos warriors and a gargoyle thrown in the mix. This allows for some exciting yet scary moments. I think it only helps players to wonder just what danger lies behind a door, but at the same time be excited that that high level of danger, if indeed it does exist in the next room, usually comes with great reward (i.e. artifact).
Overall, if every type of enemy had a better chance of defending, it would make the game THAT much harder. However, don't get me wrong - I like the occasional increased difficulty - but the way I see it is this: If you want to SLIGHTLY increase the difficulty of your dungeon/quest, add more monsters. If you want to increase the difficulty of your dungeon/quest by a good bit, add not only more monsters but replace SOME of the weaker monsters with more difficult ones.
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Re: Inspired by Hero Quest, a game for Android and Windows P

Postby DmitryM » Wednesday September 10th, 2014 7:12am

Hi, Nante!
Yesterday I tried alpha. Pretty good.
Noted some points.

About characters:

The good style of paintings. Like watercolor. Also maybe pencil like drawings be interesting. The High Elf and Evoker are incredible!
But:
1. Need to do something with warrior's face, he looks odd, too gently and soft. Maybe some scars on the face or helmet will help. Ask you painter.
2. The same with wizard. A lot of white clothes and long white beard, but too young face.
3. The Dwarf - he looks too fat in proportions with his height, and the hand with an axe is too thin.
4. Ranger has a disproportioned bow. The limbs are very long, while string is short. Need to shorten both limbs.

Interface

Landscape orientation is pretty good. Player can use both hands. And game area is wider + zoom option. Looks nice.
1. Sliding panels from the left with paramenters of hero and monster are annoying. Besides, they often covers the game area. I suppose it's be better to make round portraits, exactly like in inventory screen, and place them along the bottom side of the screen. Under the portraits you can place the buttons with sliding pannels on click.
2. White frame of the tiles which are available to move is invisible on light tiles. The test dungeon shows it. Green or gold will be better.
3. It's hard to see crossed swords on monsters, they are too pale.
4. The way to attack a monster by double click on it was not obvious for the first time. As for me, in the first arcane quest battle screen was useful. With monster statistics and choice of physical attack or spellcasting. Also if you show monsters card by tap on monster, you don't need annoying sliding panel in the left. :)

5. The map is awesome! But sometimes points on the map can cover the text. Look on the part of text under the Clay Pillars.
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Re: Inspired by Hero Quest, a game for Android and Windows P

Postby nante » Wednesday September 10th, 2014 9:06am

DmitryM wrote:Hi, Nante!
Yesterday I tried alpha. Pretty good.
Noted some points.

About characters:

The good style of paintings. Like watercolor. Also maybe pencil like drawings be interesting. The High Elf and Evoker are incredible!
But:
1. Need to do something with warrior's face, he looks odd, too gently and soft. Maybe some scars on the face or helmet will help. Ask you painter.
2. The same with wizard. A lot of white clothes and long white beard, but too young face.
3. The Dwarf - he looks too fat in proportions with his height, and the hand with an axe is too thin.
4. Ranger has a disproportioned bow. The limbs are very long, while string is short. Need to shorten both limbs.

Interface

Landscape orientation is pretty good. Player can use both hands. And game area is wider + zoom option. Looks nice.
1. Sliding panels from the left with paramenters of hero and monster are annoying. Besides, they often covers the game area. I suppose it's be better to make round portraits, exactly like in inventory screen, and place them along the bottom side of the screen. Under the portraits you can place the buttons with sliding pannels on click.
2. White frame of the tiles which are available to move is invisible on light tiles. The test dungeon shows it. Green or gold will be better.
3. It's hard to see crossed swords on monsters, they are too pale.
4. The way to attack a monster by double click on it was not obvious for the first time. As for me, in the first arcane quest battle screen was useful. With monster statistics and choice of physical attack or spellcasting. Also if you show monsters card by tap on monster, you don't need annoying sliding panel in the left. :)

5. The map is awesome! But sometimes points on the map can cover the text. Look on the part of text under the Clay Pillars.


Thanks man, please consider it's not even an alpha, it's just a preview version.
An alpha will come out soon though.

Thanks for your notes, I will sure keep them into consideration. Some of them have already been taken care :)

Will let you know as soon as something new is ready!


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Re: Inspired by Hero Quest, a game for Android and Windows P

Postby nante » Tuesday September 16th, 2014 10:00am

Just a quick update, development is now about 85%.
Still missing the story line, monsters graphics and equipment balancement.
Music and sfx on their way.

It's been a huge work to do almost alone, I hope every board game fan will appreciate :)


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Re: Inspired by Hero Quest, a game for Android and Windows P

Postby Anderas » Saturday September 20th, 2014 7:08am

Hi,
I am a german Hero Quest player.

I would like to help with the translation of Arcane Quest.

I used the game once and disinstalled it immediately after the first try, because of it's awful german. In the german version, this is the main minus! It is really not understandable.
Second most hated point is the slow and difficult movement user interface.

Well, with the second point I can't help; but as native german i could help with the translation of english, spanish or french to german. Could someone give me a contact?

Andreas


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Re: Inspired by Hero Quest, a game for Android and Windows P

Postby nante » Saturday September 20th, 2014 8:35am

Anderas wrote:Hi,
I am a german Hero Quest player.

I would like to help with the translation of Arcane Quest.

I used the game once and disinstalled it immediately after the first try, because of it's awful german. In the german version, this is the main minus! It is really not understandable.
Second most hated point is the slow and difficult movement user interface.

Well, with the second point I can't help; but as native german i could help with the translation of english, spanish or french to german. Could someone give me a contact?

Andreas


Hi Andreas,
I replied to your e-mail. I'm very sorry for the German translations of part of Arcane Quest 1. I had a German translator at the beginning, but with the release of version 3.0 I had to use google translate, you may notice that parts of the game are well translated, while others are awful.

Thanks a lot for your help :barbarian: :barbarian: :barbarian:


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Re: Inspired by Hero Quest, a game for Android and Windows P

Postby Jgeologo » Friday October 3rd, 2014 6:11am

Hi nante, I'm Jgeologo, from Madrid.

In first place I want to thank you such a great game.

There are serveral things I want to discuss about Arcane Quest II, but I realize the only effect I get is to test your patience...

In fact there is only one important task that I consider as essential for the Arcane Quest II project (and I suposse is not easy at all): The Multiplayer mode. Is there any new news about that? I keep that any other issue in a second level (I woudn´t mind to pay any right and proper money for the original Arcane Quest again if there was a multiplayer mode).

On a separate issue I think I remember reading that you aren't going to make more versions. Sorry for that, because if this second one version is so good as it seems you have got a project a bright future between your hands.

Thanks again. I had loose my faith in Play Store!!!
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