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LEGO Quest and Collect: Mobile RPG Arriving Sometime (probably)


emily
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On Android, it's under Android\data\com.nexon.legoquestandcollect. From there, here's some stuff that can help you:

 

http://aluigi.altervista.org/quickbms.htm (Script to use: http://aluigi.altervista.org/bms/unreal_tournament_4.bms)

http://www.gildor.org/en/projects/umodel (Can read from the paks directly)

 

There's various tools to convert/import the psk/pskx models you get from umodel. Here's a model converted and imported into Unity:

 

njpuVCu.png

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Neat, thought it would be harder than that. That model also looks surprisingly nice in Unity, I've fiddled with the game a bit and it doesn't seem half bad for a freemium mobile thing, wonder why they're killing it so soon. I do like the JRPG aspects to it (Brickster is a very over the top design, I love it), makes me wish TLG did this kind of thing more. Exo-Force and Ninjago could have been much better with actual local input behind it rather than just a vague influence I think. 

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Oh, also might be worth noting I came across a few unused bigfig textures earlier tonight - one that appears to a blue bigfig-shark hybrid (???), and two for a Nindroid bigfig: https://imgur.com/a/GmD6g Couldn't find matching models for them though...

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Content for the future that was scrapped or just the usual unused leftovers? Bigfigsharkman sounds vaguely Ninjago Movie esque.

 

 

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Could be either - there were definitely plans for a full 10 worlds (it launched with only 7, the 8th - the Ninjago underworld - is only tacked on after the end of the main story and has much lower production value - almost entirely made of recolored enemies and models from earlier worlds, and has no voice acting), but there's music tracks and other files for two more worlds as part of "Season 2" (everything in the game now is labeled as "Season 1" in the menu). However, they usually put stuff for new updates in their own clearly labeled folders... These unused textures are in with the main batch.

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  • 3 weeks later...

The game is closing soon, so I've just made sure the entire official forum is on the web archives. It wasn't a discussion forum, it just held official news articles/updates and help topics. The pages for browsing the forum didn't quite play nice with the web archives, so here's a list of everything:

 

  Reveal hidden contents

 

And a pastebin backup in case the formatting ever breaks: https://pastebin.com/xdbvUKzG

 

I've also been uploading plenty of videos of the game to YouTube.

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Game just closed down a few minutes ago - hopefully the fact that it uses UE4 means it should be able to be modded for offline play, but I doubt there's much demand for that. I'm mostly just annoyed I didn't get to finish it, ending a game on level 50 of 60 just isn't satisfying.

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  • 1 month later...
lol username

The game may be close but I've still got a few more videos to upload... Got the Mad Creator's Tower uploaded, gonna upload as much of the Underworld as I could play through tonight (first five levels including first boss beaten, couldn't get past the sixth).

 

Also, here's the Underworld cutscene text, mostly ripped from the game data... Boy this game had some silly tryhard-y writing lol:

  Reveal hidden contents

 

And the flavor text displayed while playing through the Underworld levels:

  Reveal hidden contents

 

I also noticed what appear to be weird level names, interlaced with some of the names of the earlier levels in the game:

  Reveal hidden contents

 

After that it just seemed to be the rest of the normal level names in order, at a glance. Dunno what to make of it. Upcoming content? Old scrapped content? Who knows. Much of the text in the game is encoded kinda awkwardly and takes a little fixing, which isn't hard, but does make it slightly time consuming to dig through with a hex editor... There could be more weird unused stuff.

 

Edit: Underworld uploaded

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So the gameplay consists of you clicking "Auto Move," which will automatically move you to the objectives and... into melee range of enemies? So about as simple as Lego Stunt Rally? In your videos you never seem to take any damage, even from mobs of monsters, except particularly tedious boss fights in the Underworld - which is usually instantly healed by some ability or other. So tap-to-win and don't think?

 

I worked out that the text popup spam was "status effects" like poison, and it insists on telling you PETRIFY RESIST - these abilities seem to do nothing against the endless damage output you're giving out whilst taking none in return?

 

Just not too sure about how the gameplay plays out, and how much of this tapping you're actually doing yourself and how much the game is doing for you.

 

also that Unsightly Ice Fairy throws ice blocks at enemies for about 1/10th of the damage you do in a single hit

 

aaaaalso wad that Dark Crawler has just waaaaay too much HP, they clearly didn't quality test this game, or any of the Underworld at all

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I played it on an emulator on PC (tapping a glass screen is for noobs), and you can just let the game auto-move and auto-attack if your team's power is sufficiently high compared to the enemies in the level, but the first few times you play a level (generally until you've gone up a few XP levels) you really need to carefully choose which characters to assemble into a team, in which order and with which strategy to approach each enemy in a group (some spawn enemies, some are melee, some are ranged, some will charge and require you to dodge), and it's essential to build the various small builds around each level, which is the one thing the game won't automatically do for you - these restore health, establish a shield or distract / attack enemies. So actually a fair amount of engagement for a casual mobile title, at least in my experience - not sure how easy or fun it would be on a small screen with a fat finger, but on a nice PC screen with a keyboard and mouse, it's definitely not a mindless tap-to-win title, unless you're replaying earlier levels to grind for XP (in which case I am thankful for auto-play).

I suspect it looks easier than it is in Terrev's videos because he's a fairly high level and has well-upgraded characters; getting to that point does require a fair amount of grind, and even a few challenging fights.

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lol username

Like Pollywanna said, it's all about character choice to build an effective team, and keeping those characters leveled up. The former is what makes the game fun, the latter is what got in the way of me enjoying it a lot of time (once the grinding got ridiculous). If it weren't for the grinding (and typical F2P model shenanigans - daily login bonuses, microtransactions, etc... and of course the grinding is part of that; to encourage you to buy stuff to make it faster)... I would have easily recommended this game. Certainly a faaaaar better take on this gameplay than Minifigures Online (which it shares many elements with, but does 10x better).

 

There's actually quite a bit of strategy in choosing an effective combo of minifigures to go up against the enemies in the level - my playthrough cut out all the failed attempts with flawed teams, for the sake of time.

 

Besides this...

  On 3/15/2018 at 11:02 AM, Pollywanna said:

(some spawn enemies, some are melee, some are ranged, some will charge and require you to dodge)

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... there's also Magic and Physical character/damage/resistance types, character classes (attacker/defender/supporter), you can alter those stats with Enhance Bricks (which in and of itself requires some knowhow of how to squeeze the most out of them), and a bunch of status effects like Poison (health drains over time), Freeze (character is frozen in ice and is a sitting duck, can't do anything), Petrify (like freeze but even more brutal), Blind (all the character's attacks miss), Mind Control (character starts attacking others on its own side), etc. Your heroes can both inflict these status effects on enemies, and resist them under certain conditions or probabilities (which, again, can and need to be altered or leveled up).

 

So you've gotta make a team taking all of that into account, and unless you're several levels ahead of the AI, you still need to be fairly smart in how you play and use character's skills to survive (and complete the level under the time limit).

 

If anything, I thought it was surprisingly complex for a game presumably aimed at kids.

 

  On 3/15/2018 at 7:31 AM, aidenpons said:

also that Unsightly Ice Fairy throws ice blocks at enemies for about 1/10th of the damage you do in a single hit

Expand  

Because doing damage isn't its main function. It freezes enemies, which can be extremely useful if built at the right time, or a total waste if built too early or late.

 

  On 3/15/2018 at 7:31 AM, aidenpons said:

aaaaalso wad that Dark Crawler has just waaaaay too much HP, they clearly didn't quality test this game, or any of the Underworld at all

Expand  

The twist of this boss fight is you have to lure it into specific locations to make it vulnerable to damage (see also: the time limit... and choosing a character combo that can do damage quickly enough, but still be capable of healing [only supporters have heailing abilities and they don't do much damage] while also countering the boss's effects). It was a good challenge, one of the better ones in the game. You sure like ranting about things you haven't played and have only gotten a vague idea of how they work from watching videos, lol... There's things in this game to rant about but none of them are what you're saying.

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