Wizzerd Quest 64 (2024) - Official Gameplay Reveal [4K]
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- เผยแพร่เมื่อ 25 ส.ค. 2024
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Time to save Evenfall Bay! Wizzerd Quest 64 is a first-person action RPG with full splitscreen co-op, from the developers behind the acclaimed freeware Wizzerd Quest. Liberate regions from the Rising Night in this charming retro adventure inspired by the greats of the late 90's and early 00s!
Feels like visiting Seyda Neen from Morrowind, and then attacking Fort Firemoth 😀
I just got done playing Wizzerd's Quest, and I had a lot of fun exploring in that game. I'm highly anticipating this one too, I like that the enemies are even more threatening with them having spells too! The dungeon showcase also looks fantastic.
this trailer completely entranced me. the vibes it gave off were so soothing and it definitely looks really interesting to me!
Had alot of fun playing the original coop so looking forward to playing this too! Any ideas for a release date 👀
Thats one really huge improvement man. I think i already see a way of farming those knight soldiers too HAHAHAHA.
At 3:51 you can see that they can damage one another meaning if we enrage a mage and a bunch of those soldiers we might be able to farm them without any high level or stuff.
Looks great! Can't wait to play it :)
The fov is whack, the whole view looks fisheye
For the trailer FOV was set to 90 degrees, which was probably too high, but I was attempting to avoid motion sickness by accidentally giving people "binocular vision." FOV is adjustable in-game. You can set it to any value between 50 and 110 degrees right now.
Looks great! Love the Morrowind vibes
I love the vibes of this, what engine are you using?
Hi there! This game uses the open-source Godot Engine. We're currently using the unstable 4.3 development builds right now, purely because it adds additional options for fog that allow us to get that crisp retro feel where the map blends cleanly into the skybox!
Thanks for the question! If you have more, feel free to join our official Discord here! discord.gg/zDT96Upu3q
Very barebones. Hopefully has 1000x the content by release
This region is still HEAVILY in development, but even so, it represents less than 1/6th of the game by area. This demo was purely to give people a taste of what to expect from WQ64, and is not an indication of how much content there will be in the final game. Additionally, this will not have a AAA price. We are targeting a very affordable range for every region. So although even with more content, it won't be as big as say Morrowind, you'll also be paying substantially less than something like that cost when it was new.
Port Piatti? More like Piort-a-potty!
Looks pretty cool actually.
Needs a lot of work. A LOT. Could be great if you put in the offort, though. UI is horrendous and combat is too awkward, and mostly just running around aimlessly looks dull in a trailer.
Why is the 64 in the title other than just for stupid meme references? I dont understand. You're not trying to be like a 64 game, you're trying to be like Morrowind. And it isnt running on 64 hardware, so... yeah, why?
Autist
Actually, that's a VERY good question. I'm happy to explain:
As I talked about in a very similar comment from someone on Reddit, the reason we picked the suffix "64" is three-fold.
- It clearly explains the jump from sprite-based graphics in the first Wizzerd Quest to chunky polygons here
- It illustrates the game is a sequel to the first game but without the "I didn't play the first one" baggage of calling it Wizzerd Quest 2
- It helps paint the picture in peoples' minds of a game that controls similarly to a late-90s title.
I totally get your feedback about it not looking like an N64 game. Originally, I actually had planned to use texture filtering similar to the N64's, but I found that the sheer muddiness of the assets with that led to the game actually looking worse than the original sprite-heavy Wizzerd Quest. So I made the choice to break with tradition and use nearest neighbor-scaled textures, providing sharper visuals at a cost to authenticity. But I was already too attached to the name by that point, so it stayed.