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Dragon Quest I Remake (by GethN7)
03-20-2015, 06:28 PM
Dragon Quest (or Dragon Warrior for those who played the original in English) 1 Remake is an RPG Maker VX Ace game I'm working on, loosely based on the original Dragon Quest.
I say loosely because the original had a story you could fit on a fortune cookie slip, and I'm doing my own version, only with a lot more content, lots of injokes, shoutouts to a lot of things, and mostly because I wanted to see if I could make a game that doesn't suck.
Below is a link to my very first alpha of the game. I've only really got the very first castle mostly finished, barely begun to work on anything else, but that has enough content you can walk around, get a good idea what it's like, and since I'm a lousy coder, artist, musician, etc, I'd appreciate any bug reports or help with making this not suck.
The link is to my OneDrive, which has the game with install instructions (read these first plz), and the game itself has no encryption (files are not unpacked, contact me if you want an uncompressed version, those willing to co-develop only) since I like to open source my work, and if anyone has RPGMaker experience or game making expertise in general, please let me know.
I also threw in some shoutouts to some of our members here (Bob and Vorticity so far), let me know if you want a character insert.
Note; Click on EVERYTHING. Try to find enough Small Medals to buy the Thieves Key from the mage in the Imperial Library, will open up a lot more areas.
http://1drv.ms/199xSCP
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Oh, geeze, Geth... you sent this to me to beta months ago and I never even installed it; it's still lurking in my downloads directory. My apologies.
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.
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Bob Schroeck Wrote:Oh, geeze, Geth... you sent this to me to beta months ago and I never even installed it; it's still lurking in my downloads directory. My apologies. This is better. What I sent you is basically a proof of concept version.
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So just ran through the castle before bed, and its very well put together. The music and quite a few faces are familiar, but I play a lot of RPG Maker games so that's to be expected. A few of the problems I noted:
Second floor barracks, crates/barrels can be walked over.
Castle gardens, trees can be walked over.
Staircase in the mages library goes nowhere/does not activate.
And yes I tried to activate everything I could.
Found:
4x Medicinal Herb
2x Antidote Herb
1x Seed of Luck
6x Small medal
1x Traveling clothes
35 gold
I noted that the medals seemed to be concentrated on the lower right side of the castle. Is this by design, or have you not populated more in other areas?
Oh, and a list of stuff I saw and liked:
The mage library, with the two bookshelves of spell information.... now I want the rest of the books to have info
The soldier's pressed clothes and shined boots.
Bob, the Castle librarian.
Arcane Numerology... Algebra.
The language of Perl. Running a 'Web Server'. Yep. Sounds boring.
"Nora, are you drooling on the cookbook again?"/ -Blushes, slides NoL back- /Wah! You just had to remind me of him!
There's a pub in the castle? Of course there's a pub in the castle.
...Damnit Yang...
Looking forward to more of this!
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drogan niteflier Wrote:So just ran through the castle before bed, and its very well put together. The music and quite a few faces are familiar, but I play a lot of RPG Maker games so that's to be expected. A few of the problems I noted:
Second floor barracks, crates/barrels can be walked over.
Castle gardens, trees can be walked over.
Staircase in the mages library goes nowhere/does not activate.
And yes I tried to activate everything I could.
Found:
4x Medicinal Herb
2x Antidote Herb
1x Seed of Luck
6x Small medal
1x Traveling clothes
35 gold
I noted that the medals seemed to be concentrated on the lower right side of the castle. Is this by design, or have you not populated more in other areas?
Oh, and a list of stuff I saw and liked:
The mage library, with the two bookshelves of spell information.... now I want the rest of the books to have info
The soldier's pressed clothes and shined boots.
Bob, the Castle librarian.
Arcane Numerology... Algebra.
The language of Perl. Running a 'Web Server'. Yep. Sounds boring.
"Nora, are you drooling on the cookbook again?"/ -Blushes, slides NoL back- /Wah! You just had to remind me of him!
There's a pub in the castle? Of course there's a pub in the castle.
...Damnit Yang...
Looking forward to more of this!
First off, yeah, this is an early alpha, glad you like it so far. I'm adding some DQ music (in high quality MIDI, for that old school flavor) soon, relying on stock music assets for now. As for faces, will add custom faces here and there, but I like the stock faces included with VX Ace for most ordinary people.
As for the bugs, thanks, all will be fixed in the next alpha.
Some of the interior sections weren't complete yet, so some of the stairs led nowhere on purpose, this weill also be fixed in the next alpha.
Also, there are more items than that
Some game code went haywire before release, had to remove some of the custom scripting to fix, will be re added in next alpha.
As for the item placement, yeah, need to spread Small Medals out more, but I also plan to make them rare item drops when I flesh out the battle mechanics more. I will be adding more books (a few were broke because I forgot to set their priority correctly, will be fixed).
By next alpha I plan to have the following:
* The castle will be finished. Not all characters will have additional scripts attached until I sketch out the other ares of the game that tie into quests related to them, but they will all work as generally intended. All areas will be added as well.
* I will add Dragon Quest style music in MIDI format and the menu/interface will much more closely resemble the DQ games.
* There will be some stuff to fight on the world map and more equipment will be available. It was broken in this release, but next alpha will have some accessories for the ladies.
* I'll try to get started on the nearby town.
* Will be adding some other cool features as well, like an in game encyclopedia and achievements system (with rewards), may or may not be included in next alpha.
* Will add more witty dialouge and amusing text, feel free to message me suggestions. Also, I threw in a Hyperdimension Neptunia reference and a reference to the trope codifier of lesbian vampire literature, props if you spot where both are.
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New alpha ready, go here for the download link and details:
http://www.projectafterforums.com/index ... t&p=247506
Note: I owe the PA forums for pointing out my screwups with the last version, props to ColbaltKori especially for pointing out where I failed hard.
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drogan niteflier Wrote:"Nora, are you drooling on the cookbook again?"/ -Blushes, slides NoL back- /Wah! You just had to remind me of him!
...?
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Morganite Wrote:...?
Referencing books in the library.
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Alpha 0.4 is ready:
http://1drv.ms/1FAqaNX
This one is much improved, has a lot more content, and I highly advise reading the help file first, as I added a LOT more stuff.
The first dungeon and most of the first town is complete now.
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One of these days I will do more than just download these...
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.
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And I got that chance -- unzipped the latest, made sure I had the runtime, and... after the opening crawl and the "Tentagel Castle" caption I get nothing but music and a black screen. Well, window, but you know what I mean.
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.
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Bob Schroeck Wrote:And I got that chance -- unzipped the latest, made sure I had the runtime, and... after the opening crawl and the "Tentagel Castle" caption I get nothing but music and a black screen. Well, window, but you know what I mean.
Hit the action buttons to continue, that should get you past that. If not, there might be an issue with the runtime package, let me know if it keeps happening.
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I'll give it a try.
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.
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Alpha 0.5 is in development right now, and since this is getting rather large of a project, I'm planning to move this to Github after Alpha 0.5, so whenever a new stable branch has been released, I'll leave an update here, though if you guys want to peruse any "trunk" or "developer" builds, please do, as I don't mind open sourcing my work and maybe you guys might be better able to bugtest and submit patches for my epic fail at Ruby scripting.
Also, Alpha 0.5 has MUCH more content now, including a fully fleshed out crafting and harvesting system, which for now includes many cooking recipes as well as a much expanded and revamped battle, shop, and menu interface, so stay tuned.
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Oh, and I gave this a try a bit before the weekend. A few spelling errors, and I can't get Pash after I defeat him (which I presume just means "under construction past this point"), and it appears that Castle Tentagel has attracted all the monsters from around the world because if you go far enough you stop encountering anything. Looking forward to the next version.
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.
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Bob Schroeck Wrote:Oh, and I gave this a try a bit before the weekend. A few spelling errors, and I can't get Pash after I defeat him (which I presume just means "under construction past this point"), and it appears that Castle Tentagel has attracted all the monsters from around the world because if you go far enough you stop encountering anything. Looking forward to the next version.
Yep, that's basically it. Pick the "Up yours!" dialouge option before fighting Pash for a good laugh (hopefully). As for the spelling areas, I'll do some proofreading, thanks for reminding me.
As for the monsters, I haven't coded in the other regions yet, which is why only the immediate area of Tantegel Town/Castle has monsters.
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I was going to wait until it was ready, but due to the sweeping changes in Alpha 0.5, I'm releasing some preview information:
First off, this project has received a MASSIVE overhaul to many aspects, with LOTS of new code and resources added.
I will be releasing Alpha 0.5 and all future releases via GitHub.
I have taken extra time to add more content, up to and including most of the first landmass, another dungeon and another town.
I have added many new features, such as crafting and harvesting nodes and even fully functioning minigames, with more to be added in later builds.
In fact, you can even play a medieval version of Space Invaders in universe. And yes, I'm serious.
It will be several more days before the new build is ready, but it is head and shoulders above the previous builds, and by the next build I hope to have finished the first landmass and enter the beta phase of my project.
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Alpha 0.5 is ready
http://github.com/Arcane21/DW1-Remake/tree/Alpha-0.5
Download it as a ZIP if you just want to play it, fork it if you have your own Github account and want to help me bugtest.
Anyway, here's the changes:
* The interface has been overhauled in many areas to add much more usability.
* I have added recipe crafting and harvesting (in a limited form) to the game. Recipes have to be found, look around carefully. Once you find a recipe and use it in the inventory, you can make the item at any accessible stove or campfire (two in Tantegel Town and two in the castle for now. You can buy ingredients from the farmers market in Tantegel Town once the harvest nodes in the fields run dry.
* Sarah and Mara have most of their skills worked in, Roto is still a WIP.
* Game balance has been tweaked, the first boss is no longer retarded hard.
* Read the readme, especially the changes to see what is currently included in the game. If I did not credit someone appropriately or I made any mistakes, please inform me via this thread or by filing an issue report on GitHub.
* Get the latest "branches" if you want to play the relatively stable releases. The main branch or "trunk" build is not guaranteed for stability, only get that if you want to help co develop.
* The next release will have the second town completely finished (currently WIP), third/fourth dungeon, and all other areas of the first landmass finished, and when that happen, the next release will be when this project enters beta status.
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Currently working on the first actual beta, this version will have a lot more content, such as all of the first landmass completed.
One of the dungeons may not be finished when that happens, but that's because it's because it will be needed to be entered later in the story and thus blocked off at that time.
More custom graphics will be used, as I intend every major town and dungeon to have a unique theme, as the original Dragon Quest 1 made very limited use of its tileset choices, and I found that unbearably dull after awhile.
Also, much more scripted features are intended to be included, including more games, battle features, and interactive elements, if possible.
Finally, I have placed a thread here on the RMVX Ace forums about recruiting help for certain features, and I'm not averse to providing payment if necessary for certain work, please contact me privately according to the instructions in the linked thread.
http://www.rpgmakervxace.net/topic/3158 ... cruitment/
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Beta 1.0 is coming up soon, and it has a lot of new things you can look forward to:
* Full blown casino (will have more mingames added in future releases)!
* All of the first continent (save Garin's Tomb, this dungeon will be added in later releases) will be complete.
* Have added working ingame achievements and bestiary (speak to Brent in the castle library to access both)
* Many more monsters, items, weapons, and armor (some items may be present but lack uses, this will be fixed in later releases)
Projected release is the end of next week at latest, hopefully much sooner, depends on how the bug testing goes after I insert all the new features.
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Whoo. I've already spent 3 hours in the last alpha and have barely gotten far enough to fight Healer Slimes and Giant Worms. Though I did take out Pash and read the inscription. Is that supposed to give Roto the ability to activate the crystal in the palace, or is it just the first step to doing so?
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.
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Bob Schroeck Wrote:Whoo. I've already spent 3 hours in the last alpha and have barely gotten far enough to fight Healer Slimes and Giant Worms. Though I did take out Pash and read the inscription. Is that supposed to give Roto the ability to activate the crystal in the palace, or is it just the first step to doing so? First step of many. Loto's Seal is also required to make a few other scenes trigger in later builds.
Also, I'm nerfing the Giant Worms and Healer Slimes power levels in the next build, thanks for the feedback.
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Beta 1.0 is here!
See below link for changelog and download link:
http://www.rpgmakervxace.net/topic/3155 ... ntry217464
Also, make sure to read the readme file for the game, has updated information on some of the game mechanics.
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Cool.
Oh, I meant to tell you -- you've got (or had, maybe) one weird non-euclidean arrangement in Tantegel town: one of the shops (armor, IIRC) could be entered through several different buildings, but exiting always dropped you outside the door to the one building marked as the armor shop.
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.
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