MMX Q&A #2

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Kalah
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MMX Q&A #2

Postby Kalah » Apr 8 2013, 0:08

We have released our <i>second</i> Q&A with the dev team of <i>Might & Magic X: Legacy</i>. <img src="http://www.celestialheavens.com/forums/images/smiles/big%20smile.gif">

The questions were:
<ul><li>You call this game "Might & Magic X - Legacy". Why have you chosen this name?
<li>You also call it a "classic" RPG, properly old school. What is a classic RPG to you?
<li>Does this look like any of the old M&M games and which ones do you think it resembles the most?
<li>Where does this game fit into the Ashan storyline? Is it a small "side plot" to the bigger story or will it play an important part?
<li>What will the graphics be like? What kind of engine are you using?
<li>Will there be "paper dolls"?
<li>How many developers are actually working on the game?
<li>Since we are talking about old school fans here and not just an old school game, in what forms will the game be released?
<li>M&M fans love modding. Will this be possible? What can you tell us about it?
<li>What about editors? Some fans have expressed concern about the short playing time you have outlined – will it be possible to extend this with user-made maps?</ul>

<a href="http://www.celestialheavens.com/818">Have fun reading</a> and please ask more questions for the devs - I'll put them on the list so they can be answered in Q&As to come. <img src="http://www.celestialheavens.com/forums/images/smiles/smile9.gif">

If you would like to take a look at the original page visit this link:
http://www.celestialheavens.com/818
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Ryder
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MMX Q&A #2

Postby Ryder » Apr 8 2013, 0:45

Put me down for the boxed collector edition please.

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MMX Q&A #2

Postby Blake » Apr 8 2013, 2:42

same.. loved that video!
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MMX Q&A #2

Postby mathfool » Apr 8 2013, 2:52

I would also love a boxed collector's set. I still have my MM6 limited edition set.

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Postby GreatEmerald » Apr 8 2013, 5:00

They're using Unity? Huh. Now that makes me wonder if they are considering a Linux version, as in Unity that is a few clicks away.

Mod support also sounds interesting. If someone was to forwardport the sprites from MM6-8 there, and write a decent storyline, then I'd be quite interested.

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MMX Q&A #2

Postby hellegennes » Apr 8 2013, 7:01

Very good news about the modding aspect of the game. We also have answers on how big the development team is and the number of available dungeons.

Now, of course it also depends on their size, but MM6 had 40 dungeons, MM7 had 45 and MM8's dungeon number was around 35, but their were considerably smaller, on average. From what we have been told so far, MMX feels like it will be one of the shortest titles in the series, but I agree with the devs here; I really care more about the quality.

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MMX Q&A #2

Postby jorgamesh » Apr 8 2013, 11:19

I would really like to have paper dolls like those in M&M6-8. It is a pity they won't fully include this feature.

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MMX Q&A #2

Postby hellegennes » Apr 8 2013, 13:51

I'd like to ask the devs how will the spell system work. Will it be similar to MM6-8 or more akin to H6's system? If it's possible to answer, about how many magic schools and spells will the game contain?

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MMX Q&A #2

Postby OneHour » Apr 8 2013, 15:02

O frabjous day! Callooh! Callay!"
I am a HUGE fan of the M&M games, even more so than the Heroes series. I have played 6 through 8 so many times that I don’t even need the auto map system anymore… and I don’t care!
I have only played 9 twice as I can’t seem to get it to work on my new system. (I have the “Platinum Edition” Box set and 6, 7, and 8 all work from it on my Windows 7 computer but 9 gets locked up while loading…Sigh!)
M&M 6 is my favorite. It has the best Story, and the biggest world, thought the advancement system for 7 is better. And I didn’t mind having to go to a “Training Center.” Once one of your characters advances enough to have “Town Portal” and/or “Lloyd’s Beacon” – travel is a snap.
So… I am more psyched about this game than I have been in years. (And yes, if the Boxed Set includes a Windows 7 compatible MM9 – sign me up! I don’t even care if the cost is a tad too high.)

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Re: MMX Q&A #2

Postby Bandobras Took » Apr 8 2013, 18:57

hellegennes wrote:Very good news about the modding aspect of the game. We also have answers on how big the development team is and the number of available dungeons.



Now, of course it also depends on their size, but MM6 had 40 dungeons, MM7 had 45 and MM8's dungeon number was around 35, but their were considerably smaller, on average. From what we have been told so far, MMX feels like it will be one of the shortest titles in the series, but I agree with the devs here; I really care more about the quality.


And a packaged editor will extend the lifespan of the game.

And a question: I read an earlier comment that said there was a goal to make the game accessible without making it simple. With that in mind, will there be some sort of initiative/turn order bar like there was in Heroes V? I like being able to plan my turn-based combat rather than guess who's going to attack me next. :)
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MMX Q&A #2

Postby Ryder » Apr 8 2013, 22:30

hellegennes - the spell system is H6 was without doubt the biggest disappointment for me in the game. Which is a big call considering how disappointing the game is. If MMX has spells as skills then I am going to get my obsidian broadsword and I'm going to go and crack some skulls. If there are no Mage Guilds or books in chests then I will never ever play a new MM game again.

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Re: MMX Q&A #2

Postby jeff » Apr 8 2013, 22:32

Ryder wrote:Put me down for the boxed collector edition please.


Me too IF they sell it in North America. ;|

Overall I liked the answers, gameplay time could be acceptable with 20+ dungeons. The mod capability is less important to me for a MM title as (based on my working with BDJ on the TCC project) it will probably be more than I could handle; but will look forward to it having a longer shelf with fan made products.

Bandobras Took wrote: With that in mind, will there be some sort of initiative/turn order bar like there was in Heroes V? I like being able to plan my turn-based combat rather than guess who's going to attack me next. :)

I am with you on that point. :D
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Kalah
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MMX Q&A #2

Postby Kalah » Apr 8 2013, 23:50

I have forwarded your questions along with a bunch of others. We want the devs to focus on making the game, obviously, but let's hope they'll have some more answers for us soonish. :)
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MMX Q&A #2

Postby japol » Apr 9 2013, 9:18

The million dollar question:
Why did they go with tile based movement?

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Postby Avonu » Apr 9 2013, 9:49

Because it saves million dollars on hours of coding with real-time fights, movement and 3D environment walk paths (like climbing mountains for example)? And you have less chance to screw something in code?
Also with tile based movement game should be easier adaptable to tablets and this means more money. :devil:

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Postby Kalah » Apr 9 2013, 10:38

Although Avonu's summary is not exactly what they said, ;) it has to do with simplicity, yes. This is not going to be a AAA game, so they have to save resources by making choices that allow them to make a quality game without taking "shortcuts".
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MMX Q&A #2

Postby JustTimmY » Apr 9 2013, 12:28

Everything sounds awesome except tile movement. I want to be free and move the hell I want.

But it's too much to ask from ~25 people to implement both types of combat, turn-based and real-time. Sigh.

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Bandobras Took
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Postby Bandobras Took » Apr 9 2013, 15:34

I, for one, am sick of Real-Time RPGs. For that matter, I'm pretty sick of everything being measured in spheres instead of squares. :)
Far too many people speak their minds without first verifying the quality of their source material.

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Postby GreatEmerald » Apr 9 2013, 20:54

Bandobras Took wrote:>I, for one, am sick of Real-Time RPGs. For that matter, I'm pretty sick of everything being measured in spheres instead of squares. :)


Triangles it is! :devious:

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hellegennes
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MMX Q&A #2

Postby hellegennes » Apr 9 2013, 21:31

Well, currently we have polygons instead of squares (pixels).


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