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Dragon Quest I Remake (by GethN7)
 
#76
vorticity Wrote:The game appears to be Windows 10 compatible -- actually windowing is working slightly better than on 8.1.

Not that you should all update right away -- there are still the bugs. But since Windows is my quaternary OS (behind Mac OS X, Ubuntu, and FreeBSD), I think I'm probably the person to try it right away for testing.
 
Thanks for the warnings, I might belay updating to Wondows 10 for a month or two.
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#77
Now that I finally got past some issues running RM VX Ace on Windows 10 (tip, set it to Windows 8 compatibility), I plan to resume working on my next beta.

Here are some of the planned features:

* Minibosses. Taking a page from Dragon Quest VI, there will be some miniboss enemies that are completely optional (I'll provide warnings most of the time), but killing them can provide nice boosts in gold, exp, and grant some decent gear earlier than than usually be obtained.

* I will be adding even more recipes for crafting.

* I plan to complete all of Garinheim and most if not all the Hauskness area.

* If anyone wants a role in my game, I accept NPC submissions. If you want to provide your own character art, I will properly credit you.
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#78
I've been meaning to ask something about your recipes and unsure if I or someone else has already commented before, is there no way to streamline the crafting process? I like the whole food between battle recovery but I can't say its fun to have to select x+x+x or x+x upwards of 99 times or more if I'm doing multiple food types.

I don't know the engine your working with at all but here are a couple possibilities to speed up the process a bit..maybe?

Put in x number of one food and X of another to make X recipes

Or under recipes itself click on the product you want to make and have it pull from your inventory if you have the food available.

Other than the tedious crafting time I've been digging the remake and look forward to the next update!
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#79
Terrenceknight Wrote:I've been meaning to ask something about your recipes and unsure if I or someone else has already commented before, is there no way to streamline the crafting process? I like the whole food between battle recovery but I can't say its fun to have to select x+x+x or x+x upwards of 99 times or more if I'm doing multiple food types.

I don't know the engine your working with at all but here are a couple possibilities to speed up the process a bit..maybe?

Put in x number of one food and X of another to make X recipes

Or under recipes itself click on the product you want to make and have it pull from your inventory if you have the food available.

Other than the tedious crafting time I've been digging the remake and look forward to the next update!
 
That was partially intentional. Alchemy was always really tedious in the original games, my version just cuts down on the really long wait times, but I didn't want to make it too easy to where you could put a brick on the keyboard and make tons of stuff at once.

The second is technical. The script I was using that did allow multiples to be made had a lot of technical issues, and this one works just fine with everything else I'm using.

If I get a lot of complaints, I'll look into another alternative, but I hope that explains things.
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#80
Mmh well if its an intentional design decision then I'll leave it at that. I'm not a fan of it but I'll deal even if I kinda zone out while doing so *grin*.
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#81
GethN7 Wrote:Alchemy was always really tedious in the original games, my version
just cuts down on the really long wait times, but I didn't want to make
it too easy to where you could put a brick on the keyboard and make tons
of stuff at once.
That's what we in the industry call bug-for-bug compatible.  I filed a bug report on this, and it's still a bug (but apparently WONTFIX).
Really, it's tedious stuff like this that explains why I'm not a video gamer.  I know what the computer is capable of, so there's no point in repetition.  And since there's no element of strategy or learning in it, my only use of the crafting system will be to test for bugs. 
-- ∇×V
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#82
vorticity Wrote:
GethN7 Wrote:Alchemy was always really tedious in the original games, my version
just cuts down on the really long wait times, but I didn't want to make
it too easy to where you could put a brick on the keyboard and make tons
of stuff at once.
That's what we in the industry call bug-for-bug compatible.  I filed a bug report on this, and it's still a bug (but apparently WONTFIX).

Really, it's tedious stuff like this that explains why I'm not a video gamer.  I know what the computer is capable of, so there's no point in repetition.  And since there's no element of strategy or learning in it, my only use of the crafting system will be to test for bugs. 
Update: I'm looking into crafting scripts that will allow for multiples to made. Just checked, my current crafting script is code agnostic (it doesn't interfere with any other scripting), and if I can find another script that doesn't overwrite or alias any other game script calls in a way that screws everything up, I will definitely try to get a nicer crafting script implemented with multiple item creation by next build.
 
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#83
My next few areas will take awhile. I'm diverging from canon quite a bit at this point (the basic plot is the same, but the sequence of events is much different), and some areas are basically going to be made from whole cloth.
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#84
Alright, now that I got pretty much all the mapping out of the way, now to fill in the scripting, database, and event holes, the following will be added:

* Some "hidden item" quests.

* Currently testing some improved crafting systems less cumbersome than my current one that DO allow multiple items to be crafted at once.

* Limited particle effects (used sparingly since heavy use murders the framerate)

* An original boss which I'm sure you ex-TVTers will love: Lord Edward the Swift.
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#85
Update; I have kept my word. There WILL be a much less aggravating crafting system implemented, and yes, you can make multiple items much faster (it depends on how many ingredients are in your inventory and how fast you can mash the confirm button). I've even condensed the recipes and crafting menus into one in the process.

I'm also opening up the world quite a bit and adding an extra dungeon.
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#86
Whoo! Thanks for looking for some way to make the crafting a little less tedious, that'll make it much more bareable to craft a bunch of things in one sitting. I'm waitin eagerly for the next version to be released into the wilds.
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#87
Dragon Quest 1 Remake 1.8 Beta is now in beta testing, here's some confirmed changes:

* Added some fancy graphic effects, like reflections on certain surfaces.

* New Crafting script confirmed stable.

* Relationship system has been added. Certain scenes will raise and lower these values, recommend you work on raising them, as characters get stat/skill bonus the higher the levels are, and if all characters have high enough levels, a certain scene will trigger later in the game.......

* Further optimizations to scripting have been done, performance should be even better than before.

* The Biography tab was excised, had compatibility issues with the new scripting, incorporated the important parts into the status menu.

* New dungeon has been added.

* All areas up to the Hauksness area will be complete.

Contact me privately once I have a closed beta announced if you want to beta test it before I release it officially.
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#88
My 1.8 beta will take a little longer than I anticipated, mostly because the new relationship mechanic I added has forced me to have to go back over every area and rebalance everything to account for variance in stats and average out all encounters and regions so nothing is too hard/easy (on Normal difficulty at least)

However, this isn't entirely bad, as I also have made lots of improvements, such as adding an encounter indicator (an orb on the lower left of the screen that will go from green to red to let you know when a random encounter is imminent.

It will take some time longer, but I can promise this version has cleaned up a lot of bugs from previous version, and I redid the icons since my previous icon sheet was severely misaligned and left stray pixels everywhere.
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#89
Updating to say, yes, I'm still working on this, but I have to admit MGS5 The Phantom Pain has sidetracked me quite a bit, so here's a progress report:

* Implemented a "Party Talk" feature, so each area of the game will have party member dialogue (accessible via a hot key and via the menu, my thanks to Soulpour for technical assistance on this one)

* Taking a bit longer to expand a few areas, wanted to include some more classic Dragon Quest style puzzles, needed to hunt down some scripting for them, finally am getting it implemented properly.
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#90
The party talk feature, will it have any gameplay effect? Or will it be just for fleshing out character development?
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#91
Terrenceknight Wrote:The party talk feature, will it have any gameplay effect? Or will it be just for fleshing out character development?
 
Mostly the latter, though I do plan to throw in some gameplay hints here and there, not to mention depending on who is in your party certain conversations can change, so revisiting old areas can net new dialouge.

The initial version will be simple, the final build will have randomized dialouge to a degree.

Currently ironing out a lot of balance bugs, my new relationship mechanic threw a lot of balance out of whack (on Normal difficulty, which is the designated default for most players), though once I do that all I have to do is fill in some eventing and scripting holes, as all the dungeons and new areas for this build are essentially complete minus a few minor tweaks.
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#92
Info on my Dragon Quest 1 Remake 1.8 Beta

Had to disable the Explorer Hud (still have the minimap) due to some input glitches.

Also had to remove the Music Player option from the game, it was causing a strange glitch where use of Return/Outside spells would cause the music not to change despite changing map scenes. The glitch seems to be that the Music Player has it's own sanity checks for it's operation that conflict with the Return/Outside code, so I dummied it out until I can get it resolved.

About a 1/3 of the way through with my beta test at the moment.
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#93
Oy, MORE problems have cropped up with my 1.8 Beta, fuller explanation here:

http://gethn7.blogspot.com/2015/09/and- ... be-so.html
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#94
Had a lot of other crap to deal with, like my old wikihost getting killed off, having to relocate an entire community, and a lot of personal stuff. It's finally all behind me, and I'm currently working very hard on getting this Beta finished very soon. (Currently (6/8th betatested) I can promise the following: * This beta will be the last one where I shake up the core scripting, so all future betas should be able to use the same saves, unless something unexpected crops up. * Tons of bugs have been fixed. * Everything up to just before Catilin will be finished, which is about 3/4 of the game. * I plan to finish this game on RM VX Ace. There are no immediate plans to do a port to the upcoming RM MV, but I do intend to write any sequels on MV, one is currently planned. I do not intend to release a closed beta to select parties before release this time, as I have personally taken the time to do most of the work I usually delegate to that myself, though I will resume next beta release.
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#95
Glad you managed to get back on track! Sorry about the issues you've been having and needing to move your community due to things beyond your control, I'll keep fingers crossed that nothing else unpleasent comes up with all that out of the way. I'm looking forward to seeing all thats changed since the last version release.

Still going to miss the autokill mist staff *grin*
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#96
Still betatesting, but getting to the final leg of the work, discovered the following bugs:

If you have your PC set for non-English Unicode support (for running non-English programs), you see all sorts of goofy graphical anomalies, like boxes and bleeding text in some windows. This is harmless and should not disturb play, but it will make things like the bestiary slightly hard to read.

Fixed a few bugs with Mara learning skills that also necessitated a change in the Tera artifact subquest, in which all the skills earned were removed, some were incorporated into her naturally learned skills, and the rest removed because they made her too powerful. Lora also had a few things fixed to keep her from being a Game Breaker (she starts at Level 1 when you get her, so you need to level her up)

Certain nerfs have been applied to weapons/spells to prevent them from being too strong, and some enemies and bosses received a major skill boost, mostly because they were too easy on Normal difficulty.

Some HUD elements like the encounter indicator were nixed due to conflicting with other code (minimap is still present), and I finally have a consistent handle on the Return/Outside code, all bugs there have been reined in to my knowledge.
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#97
DQ1 Remake 1.8 Beta is finally out!

http://github.com/Arcane21/DQ1Remake/tree/Beta-1.8

This was slightly rushed thanks to all the endless delays, so some things I planned to add were left on the cutting room floor, such as the Foo Forest bonus dungeon/region north of Hauksness, and the Great Caravan area is slightly underpopulated, but everything else that is critical is fully functional and complete up to the fight with Lord Edward The Swift. There was also a mega casino area for caravan, but I "dummied out" getting to it since some of the scripting was a WIP and I didn't have enough time to debug all the scripts yet, though it will be added in full to the next build.

I can confirm that, due to popular demand, I removed the non DQ music (the Muv Luv Kickstarter went amazingly well without my help Big Grin ), and I have done some rebalancing to prevent the game from being too easy, as I was sleepwalking through certain parts on Normal.

Please report any bugs so I can fix them as always.

The next build will take some more time as always, but I plan to get all the way up to the normal ending route by the end of this year, so the game will have the normal ending path and be complete according to stock DQ canon.
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DQ1 Remake 1.85 bugfix release
#98
Please get this version, it fixes numerous issues with 1.80:

http://forums.rpgmakerweb.com/index.php ... /?p=482254
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#99
It's been a LONG time since I posted here on my game, but a new beta is in the works, even posted soem of the new portrait art, including that for Sir Robert Schroeck (who I decided would look best as The Smart Guy, given how he is IRL}

Hope you like it, Bob. Smile

http://gethn7.blogspot.com/2016/02/more-new-art.html

Anyone interested in further progress can bookmark any of the tags on that post to follow it for more updates, as I will be releasing regular updates until my next beta release, and I do plan on having a closed beta release for this before the official release for those who are interested.

Note: On top of changing up a ton of art, the engine has gotten a massive overhaul, so please submit detailed bug reports when I'm ready for betatesting.
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I am most pleased indeed.
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.
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