Defender's Quest 2 - Weaselmancer and cast preview
This is a companion discussion topic for the original entry at http://www.fortressofdoors.com/defenders-quest-2-weaselmancer-and-archer/
Oh dear. This is shaping up to have even more antagonism than DQ1 did. Iâm not sure the fate of this particular world is a good one.
Those animations looks really nice, thing is it looks a bit too âcartoonyâ - more like for flash game than indie title. But well, im cheering for you guys anyway and still waiting for DQ1HD port
I think I get where your point is coming from, but actually quite like the designs myself.
What matters most (to me anyway) is that it feels like the characters have a personality, and just looking at Cleverness happily plonking down a trio of weasels from her bag already makes me far more giddy than a âflash gameâ has in a long time.
So, yeah. Colour me thoroughly excited for DQII!
I like the character designs. Itâs got a bit of Final Fantasy Tactics feel. The smaller lineup is probably a good indication of their scale in-game, Iâd guess?
Yeah, I can do some mockups contextualizing them in game. At 1080p theyâll definitely be big enough to make out the details.
Iâm loving those designs. Iâd go with ferrets instead of weasels thoughâŚ
Question about the DQ2 engineâŚdid you try going the Entity-Component-System route?
The architecture hasnât been massively changed from the original Defenderâs Quest actionscript engine, or else the game would take even longer to develop. It uses some basic inheritance, but the major classes (defenders & enemies for instance) are highly modular and data-driven. So thereâs no special hard-coded class for any character class or enemy type, they all just derive from data properties.
Nice! Really love that art! I also like that cartoonish style into it (I mean, DefQ1 wasnât all THAT realistic either). Really cool animations, weasels are cool.
Oh my. Cleverness is my new favorite. By a lot. That said, the violet cloak and eyes work much better for her than the green. Would help her stand out from the lineup, which is a thing when I look at the lineup.
Your Fighter and Duelist class designations confuse me. I guess I can almost see it, but my instinct says the one with the shortsword and dagger should be the Duelist, the one with the greatsword should be the Fighter, and thatâs not really going to change, I think. Greatswords really seem like bad dueling weapons and more âIâm cleaving my way through your armyâ fighter weapons. Whereas the âDuelistâs daggerâ is a thing for a reason.
But speaking of New Guy, excuse me while I sigh. One moment. Okay, back. New Guy is your plucky, almost blank slate, has to prove and define himself youth of a character. And almost nobody ever pulls it off right in video games. They often just stay the same empty character until the end, and a lot of them are kinda whiny and annoying. But I canât say that yet, so let me just harp on the art. Heâs like the Ur example of your art design here - stripped down and basic as it gets, and so he just visually screams âI have no characterâ. This is a problem. If you had hired me as a consultant for some crazy reason, Iâd tell you to go back to the drawing board, figure out who you want this character to become as the gameâs story progresses, and design in a little visual clue or tell for us. And no, the greatsword doesnât count.
Lars, you really have a thing for garish knights, donât you? While I personally wish the Guard Herald had enough self awareness to figure this sort of thing out, it kinda goes down to the royal emblem and colors design types being terrible at their job, and this happens, so⌠I suppose? Iâm not exactly sure what heâs holding in his hand either. I wanted to pretend it was the stock of a gun, but itâs like a bugle trumpet thing, I think?
The Demolisher is great, except I could wish for a bit more distinction for that claw arm of his in that particular static sprite. The problem comes when the Champion had to be even burlier than him and got an oversized torso and gigantor head to compensate. It really seems to break the mold, but eh, thatâs personal preference and you can totally get away with it if you want. Sometimes youâre suppose to break the mold. The actual real issue with the Champion is that his gear makes him look like heâs about to play street hokey or something. Both by design and color, itâs kinda flat, a little generic, and so doesnât really say what I think you mean for it to say.
Mr. Sky Whaler needs another pass. His sprite just isnât there yet.
For the archer, that really quite spiffy bit of crossbow art clutters his sprite, which mostly comes down to color design between the character and weapon not being distinctly different enough. But I think the biggest problem of the moment is that heâs basically male healer with a crossbow. If they were brother and sister, thatâd be one thing, but I feel like we can do better here. Especially if they arenât siblings. Especially if you want the big visual clue youâre looking at an archer and not the healer to be something other than itâs the one with crossbow looking clutter in the middle.
The Gunner is giving me such FF6 Edgar vibes, and that makes me happy, but it blurs a bit when you shrink the sprite down that much with the back of the turret. You donât quite get the distinct line between his beard and the turret, which is mostly a color thing. But itâs also a thing that crops up with a lot of the sprites at that small size, that they lose the distinctions that the bigger, animated set has. Also seen with Javirâs neckline, the body armor on the Beast Master and plagues the Hermit in general.
The Hermit, like Cleverness, is another example where the changes in color design on the animated set look like a great improvement. And I rather like the design in general. For the animation, there is a wee bit of an issue with the pinkie on the hand held back, thoâ.
Oh, and while the animation set is quite wonderful in general, Iâm having http://www.thegamercat.com/comic/bouncer/ issues with it as a whole. I think this is an instance where style overshadows art and causes problems, especially when less bounce could help define some of the characters. They almost managed it with the Demolisher, then you realize his bomb is playing countersynch to everything. >.< The Hermit wins this round.
Well played, Hermit, well played.
oh my gosh weaselmancer IT SOUNDS AMAZING I LOVE IT. JUST THE PERFECT ZANY LITTLE SHIT TO GO RUINING EVERYONEâS LIVES. i want 12 even if i can have only one.
Iâll be honest, âNew Guyâ does have the most generic appearance by a long shot. He looks like the âGeneric Swordsmanâ you would recruit in Final Fantasy Tactics, or some other TD game. Simple hairstyle, simple outfit, simple weapon. He needs a certain something to make himself distinguishable, I think.
Everyone else is distinct and immediately identifiable. New guy does make me think âWho / What is that?â, but maybe thatâs what youâre going for.
I donât know what sort of distinguishing feature he could really get, though. Maybe a tattoo unless, again, ânon-descriptâ is whatâs intended.
Maybe New Guy changes as the story goes on? I guess weâll never know until the game comes out.
I agree with you on the duelist and fighter class designations, they should probably be switched. I like the Sky Whaler as he is though. The design just works for me.
Iâm working on a TD game myself using the Haxe port of Richard Lordâs Ash ECS framework. Maybe in future you might want to take a look at the ECS paradigm. Its pretty cool to work with.
Couple a things:
-
The âfighterâ designation is a placeholder word. Terevan is a crowd-control Slak replacement, designed for chopping up lots of targets at close range. Basically sheâs a berserker but we havenât decided if we like that word or not.
-
The âduelistâ designation is not supposed to bring a rapier-fencer to mind. The greatsword is intentional. This is a guy who focuses on devastating crippling strikes, focusing on one target at a time. Heâs more like Markos from the original game, but not exactly the same.
I am not the best person to talk to about this sort of stuff though, you want James for that (our writer). Youâre just hearing things here second-hand from me so I wouldnât make any final judgments just based on what pops out of my mouth.
- âNew Guyâ definitely has a backstory and a lot more characterization than weâve so far revealed, the same goes for all the other characters. If something is confusing, rest assured weâve got more to show later on.
EDIT: To be sure we do appreciate your feedback and always take it under consideration!
I didnât mean he looks generic in terms of writing, backstory or characterization, I meant his artstyle.
Alongside all his team mates - and especially compared to the DQ cast - he just looks⌠eh. Maybe his personality, backstory or something else makes up for the âGeneric Fighter Dudeâ appearance.
Yeah thatâs a fair assessment. Well, this is only a first pass, plenty of time to give more attention to these things before release.
I kinda like the âgenericâ dude. I suspect that as he levels up his appearance will change in accordance with his skill tree. Looking at the other characters there is a âlevel 1â type feel to all themâŚlike there is room to grow. I mean look at the fighterâs yellow bandannaâŚits screaming for a skull and bones insignia (hint hint). And you just know that the Demolish-er is going to be fitted with some high-tech eye-piece once he ramps up.
Speaking of skill trees, do you plan on branching skill trees so as to create multiple specializations per class? Would be great for replay-ability.
So the current design weâre thinking about for skill trees is not totally set in stone. Broad strokes:
We found in the original game that our trees kind of tended towards a few optimal builds with some obvious dump skills and, and the fine granularity of allocating skill points across 36 characters became tedious.
Our mantra is that an interesting choice is made up of options that are:
- different
- balanced
- limited
- clear
So weâre going to be designing the skill trees much more around âokay at this tier do I want skill A or skill Bâ without any of that affecting/limiting your other choices later on.
So more like this:
And less like this: