(This poll being "simulcast" at the Mag, along with a progress report, found here.)
Mostly this goes to anybody who's played the original Jester's Hunt, but I suppose those who have played any of the Banjo-Kazooie games could help out here, too, since that's where I draw some of my inspiration from.
Generally, what did/didn't you like about Jester's Hunt and the B-K games. I heard one /hinted/ complaint that JH1 was somewhat linear, and I intend to fix that as best I can (this game's plots won't allow for complete nonlinearity, but you probably won't see anything like the four prerequisites needed to free Zone and his friends in Space World, a level that itself was almost completely linear).
Also, I do not intend to bring back every move and ability from the first game. Some I will keep, others will be dropped in favor of new moves and abilities. I haven't decided which ones are going to be dropped, so if there's something you want to see get kept/improved (or one you flat out hated), then by all means, tell me. If it's liked enough, it may appear in the demo as well (I only intend to have a few of these in the demo). As a reminder, here's a list of them. (Note that some of these may have newer looks if used in JH3D.)
Moves:
Blast/Bigger Blast/Biggest Blast
Mr. Knights primary attack, where he blows himself up (without taking damage; would've blown the bad guys up, but RPGM1 had certain restrictions that prevented this). As the game went along, Mr. Knight learned the more powerful versions due to the game's difficulty being that bad guys have more HP by the end.
Healing Ray
Used on a White Cluckles (a chicken) as a means of healing your health completely (the game also allowed you to heal one heart at a time if bad guys dropped any). Appeared as a beam from the sky. Afterwhich, the cluckles ran away.
Energy Drain
Used on a Black Cluckes to heal magic power completely (again, could heal one MP crystal at a time by defeating bad guys). Appeared as a ball of energy transferred from the cluckles to Mr. Knight. The cluckles ran away.
Bird Watch (Cost: 1 MP)
Birds fly overhead (yeah, I know how to do this with RPGM2), and the bad guy watches them, completely distracted until either defeated or Mr. Knight leaves the section they're in.
Splotlight (Cost: 1MP)
The area dims and a spotlight shines from above with a crowd cheering. The bad guy is confused and sometimes hurts itself to focus.
Form Swap
A green light spirals around Mr. Knight and he borrows the form of the bad guy it can be used on (note that the bad guy doesn't look like Mr. Knight; probably wanted to originally but scrapped the idea yet kept the name). Wears out after leaving a level, or if the spell is broken (which happened in a lot of places in JH).
Zap! (Cost: 1MP)
Mr. Knight is struck by lightning, and the bad guy may be stunned either until defeated or Mr. Knight leaves the section.
Gas
The sole fart joke in JH (because I needed something to use the Gas special effect), that causes 1 damage to both the bad guy and Mr. Knight.
Great Scare (Cost: 2MP)
A big skull appears and the bad guy may be scared to death.
(Note: This one won't likely appear in the demo, for reasons I am unwilling to explain.)
Dragon Attack (Cost: 1HP)
A dragon appears and causes lots of damage to the final boss (which was the only time it could be used). It was the bonus for aquiring every Token in the game. Obviously won't be in the demo.
Abilities:
Bushwack
Used to cut down bushes.
Gill Growth
Could drop down whirlpools and explore underwater or in a lava pool (or quicksand, had I been able to include that level).
Spring Boots or Whatever the Footwear of Knights is Called
You could use Spring Pads to jump up ledges.
Hover Shoes or Whatever the Footwear of Knights is Called
You could use Hover Pads, which allowed you to (automatically) walk across gaps.
Barney Armor
Allowed you to be in hot lava or freezing water.
Supervision
Allowed you to see in otherwise hard-to-see-in areas (such as a dark room or inside a cloud).
The demo itself will be released in a month or two (depending on how much effort I put into it.)
Mostly this goes to anybody who's played the original Jester's Hunt, but I suppose those who have played any of the Banjo-Kazooie games could help out here, too, since that's where I draw some of my inspiration from.
Generally, what did/didn't you like about Jester's Hunt and the B-K games. I heard one /hinted/ complaint that JH1 was somewhat linear, and I intend to fix that as best I can (this game's plots won't allow for complete nonlinearity, but you probably won't see anything like the four prerequisites needed to free Zone and his friends in Space World, a level that itself was almost completely linear).
Also, I do not intend to bring back every move and ability from the first game. Some I will keep, others will be dropped in favor of new moves and abilities. I haven't decided which ones are going to be dropped, so if there's something you want to see get kept/improved (or one you flat out hated), then by all means, tell me. If it's liked enough, it may appear in the demo as well (I only intend to have a few of these in the demo). As a reminder, here's a list of them. (Note that some of these may have newer looks if used in JH3D.)
Moves:
Blast/Bigger Blast/Biggest Blast
Mr. Knights primary attack, where he blows himself up (without taking damage; would've blown the bad guys up, but RPGM1 had certain restrictions that prevented this). As the game went along, Mr. Knight learned the more powerful versions due to the game's difficulty being that bad guys have more HP by the end.
Healing Ray
Used on a White Cluckles (a chicken) as a means of healing your health completely (the game also allowed you to heal one heart at a time if bad guys dropped any). Appeared as a beam from the sky. Afterwhich, the cluckles ran away.
Energy Drain
Used on a Black Cluckes to heal magic power completely (again, could heal one MP crystal at a time by defeating bad guys). Appeared as a ball of energy transferred from the cluckles to Mr. Knight. The cluckles ran away.
Bird Watch (Cost: 1 MP)
Birds fly overhead (yeah, I know how to do this with RPGM2), and the bad guy watches them, completely distracted until either defeated or Mr. Knight leaves the section they're in.
Splotlight (Cost: 1MP)
The area dims and a spotlight shines from above with a crowd cheering. The bad guy is confused and sometimes hurts itself to focus.
Form Swap
A green light spirals around Mr. Knight and he borrows the form of the bad guy it can be used on (note that the bad guy doesn't look like Mr. Knight; probably wanted to originally but scrapped the idea yet kept the name). Wears out after leaving a level, or if the spell is broken (which happened in a lot of places in JH).
Zap! (Cost: 1MP)
Mr. Knight is struck by lightning, and the bad guy may be stunned either until defeated or Mr. Knight leaves the section.
Gas
The sole fart joke in JH (because I needed something to use the Gas special effect), that causes 1 damage to both the bad guy and Mr. Knight.
Great Scare (Cost: 2MP)
A big skull appears and the bad guy may be scared to death.
(Note: This one won't likely appear in the demo, for reasons I am unwilling to explain.)
Dragon Attack (Cost: 1HP)
A dragon appears and causes lots of damage to the final boss (which was the only time it could be used). It was the bonus for aquiring every Token in the game. Obviously won't be in the demo.
Abilities:
Bushwack
Used to cut down bushes.
Gill Growth
Could drop down whirlpools and explore underwater or in a lava pool (or quicksand, had I been able to include that level).
Spring Boots or Whatever the Footwear of Knights is Called
You could use Spring Pads to jump up ledges.
Hover Shoes or Whatever the Footwear of Knights is Called
You could use Hover Pads, which allowed you to (automatically) walk across gaps.
Barney Armor
Allowed you to be in hot lava or freezing water.
Supervision
Allowed you to see in otherwise hard-to-see-in areas (such as a dark room or inside a cloud).
The demo itself will be released in a month or two (depending on how much effort I put into it.)

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