Dragon Quest 1 Remake

GethN7

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[Note: Slightly altered verison of the descripton posted at: http://www.rpgmakervxace.net/topic/31556-dragon-quest-1-remake/ ]


Synopsis: A game loosely based on the first Dragon Quest, and by loosely, I mean it follows the same basic core story, has the same rough location of the original towns, and tries to follow the key points of the series canon and major plot points, but otherwise, most to all fo the game was made up of whole cloth. The gameplay is classic RPG style (Dragon Quest/Dragon Warrior style), as I'm a big fan of the oldschool RPG. However, I have culled elements from later games in the series, such as the bestiary, alchemy system (in a simplified form), class change system (in a modified form) and tension system from DQ8, as well as adding other features such as adjustable difficulty and character biographics for playable characters. I have greatly expanded some aspects of the DQ1 game, and have added additional dungeons and side activities to extend playtime, and I have written this game with plans for a sequel should this one prove successful, so there is a "true ending" path that will branch off from the stock game ending path, with the latter path adding a few more dungeons and a "true final boss".



Average Demo Time: At present, can be completed to the point I have finished entirely in four hours if you speedrun, about six to nine for the average player.

Game Progression: I have decided to split my progression into how long it takes to complete each landmass. So far, I have finished the first two landmass (save a few areas that will accessed later), out of a planned total of five and all the areas unique to them, hope to be finished by the end of this year or sooner, time permitting.

Recruitment: I need help in bugtesting (scripting help especially) and some musical and possibly graphical assistance (mostly either with making my music loop and/or helping me with some graphics I may need to finish my project I cannot cull from other sources).


Character Bios: (fully fleshed out, everyone else is a WIP)

* (Playable) Roto - Descendant of Loto (I know, Roto is the same name in Japanese, meta joke), farm boy from the province of Kol who likes to read, is a bit shy around girls, but has a big heart and wants to be as heroic as his ancestor.

* (Playable) Mara - A mage of Tantegel Castle, friend of Princess Lora. A snarky hedonist, yet is often practical and to the point. Idolizes the Queen of the Succubi, Lady Tera.

* (Playable) Sarah - Soldier in the army of the Constitutional Monarchy of Tantegel, was the bodyguard to Princess Lora, was given a scar trying to prevent her capture, was given dispensation by the commander of the Tantegel Army to assist Roto in recovering her. Very serious, a devout follower of the Goddess Rubiss.

* Tera: Of all the demons and spiritual beings who defied Rubiss long ago when the Demon King Zoma decided to oppress humanity, Tera and her followers sided with Rubiss and aided humanity. Tera's followers are considered allies of humanity and Rubiss in return, and Tera had artifacts from her realm stolen by agents of the Dragonlord which were cursed which she is trying to retrieve in the present day.


Credits (so far, Readme at Github repo for this game will have the latest info)

Spoiler



=== Credits for Resources used ===


NOTE:


Since Beta 1.01, I have been forced to comply with the terms for the Effectus script by encrypting the game archive so that the project files cannot be directly accessed, as that is a violation of their terms. Anyone wishing access to this project's unencrypted files to help me codevelop must contact me privately and comply with any and all terms RPGMaker Source has stipulated for reuse of the Effectus script, and that script should not be reissued in an unencrypted form without their explicit permission.
Aside from stock RMVX Ace Resources, I used resources from the following:

=======================

Graphics/Sprites/Sounds

=======================

IMPORTANT NOTE: If it has a (COMMERICIAL) tag next to it, I had to pay actual money to acquire the rights to use this, and it may NOT be reused in other projects unless you have a legal copy of RPGmaker and have acquired your own copy from the source.

They are only provided here in the archive for bugtesting and development reasons only in any WIP build, and any official release will fall under the same guidelines.

I believe in open sourcing my work because I'd like to make it easier for the community to bugtest my WIP code and offer suggestions and patches for game issues, but these items exist under specific conditions and should not be reproduced elsewhere unless you have your own legal copy for reuse in your own project.

(LICENSED) material is that borrowed from the official games or other licensed media and is used for parody/fanfiction/unofficial fangame purposes only. It is the property of it's owners (which are clearly identified) and not to be resold or claimed as anyone else's nor reused in other projects except under those very same terms.


* Community Pack DLC (COMMERICIAL)

* Evil Castle DLC (COMMERICIAL)

* Fantastic Buildings Medievel DLC (COMMERICIAL)

* Monster sprites from various Dragon Quest games - credit goes to Square-Enix for all of those. (LICENSED)

* RPG Maker Characters - Team RWBY and Team JNPR by PandaNekoTaiso (Rooster Teeth also credited since RWBY is their web series) (available from the Steam Workshop and Deviantart)

* Big IconSet by aweryn (https://vxresource.wordpress.com/2010/07/05/biggest-iconset-ever/)

* Retrobits WIndow Skin by RPGMaker Source

* Tower of Sorrow - VX ACE ONLY A1/A2 by nicnubill

* Plant covered chests by kalez

* Rpgmaker Vx Ace Tilesets 1 by Hishimy

* Rpgmaker Tile Furniture by Ayenechan

* Chicken Recolors by Birdzilla

* Free Rpgmaker VX Ace Faces/Sprites by Tristan

* Added Ace Character Presets from Restaff 2012 Collection by Scinaya

* Female Faces and Sprites by noellechan

* Faces by Genocider Rina

* Floating Objects by Kalez

* Bowing Maids by Rajawall and Aine

* Maids Complete by Fenix-Rajawall and IcyDragon

* Maid Facesets Fixed by Jalen

* Various Faces by Jalen

* Ace Generator Addons and Replacements by Lunara

* Various Faces by Jasmine Reiner

== Music ==

Unless a specific author name is cited, these are MP3/OGG from various Dragon Quest games, credit goes to Koichi Sugiyama and Square Enix for those. All (LICENSED) unless cited as otherwise.

* Dq3 Unknown World (Snes Version)

* DQ3 Fighting Theme (Snes Version)

* Dq3 Castle (Snes Version)

* DQ3 Into The Legend (Snes Version)

* DQ3 Cave (Snes Version)

* DQ3 Victory (Snes Version)

* DQ4 A Challenging Opponent (NDS version)

* DQ1 Thou Hast Died (SNES Version)

* DQ4 Evil One (NDS version)

=======

Scripts

=======

(Any scripts noted as "removed" may be restored in later versions)

1. Effectus by RPGMakerSource (COMMERICIAL)
2. Respawn Timer by Galv
3. Always Deal At Least 1HP Damage by DiamondandPlatinum3
4. CSCA Core Script by Casper Gaming (http://www.caspergaming.com/)
5. Yanfly Learn Skill Engine by Yanfly
6. Gender Functions by Mr. Bubble
7. CSCA Encyclopedia by Casper Gaming (http://www.caspergaming.com/)
8. Victory Aftermath by Yanfly
9. Basic Game Time + Night/Day v1.6.2 by V.M of D.T
10. Class System by Yanfly
11. Class Extensions by GaryCXJk
12. Dragon Quest 1 Floor Damaging System by Soulpour777 (requested by GethN7)
13. MenuStatus by dbchest
14. MedalShop by dbchest (requested by GethN7)
15. CSCA Professions by Casper Gaming (http://www.caspergaming.com/)
16. Visual Battlers by Yanfly
17. CSCA Toast Manager by Casper Gaming (http://www.caspergaming.com/)
18. Command Slider by Rpgmaker SOurce
19. CSCA GameInfo by Casper Gaming (http://www.caspergaming.com/)
20. CSCA Item Limitations by Casper Gaming (http://www.caspergaming.com/)
21. Ace Menu Engine by Yanfly
22. CSCA Splash Screen by Casper Gaming (http://www.caspergaming.com/)
23. Class specifics (Class system addon) by Yanfly
24. Class Unlock Level (Class system addon) by Yanfly
25. Gender Requirements by Mr. Bubble
26. Passive States by Yanfly
27. Permanent State by Estriole
28. Yanfly Battle Engines Fixes by Yami
29. Steal Items Addon by Shadowmaster
30. System Options by Yanfly
31. CSCA Difficulty System by Casper Gaming (http://www.caspergaming.com/)
32. Passive TP 100 State by SoulPour777
33. SEA - Command Controller by SoulPour777
34. SEA - Character Profile by SoulPour777
35. SEA - Vampiric and Siphonic Traits by SoulPour777
36. Cover Targets by Hime
37. Yanfly Battle Engine by Yanfly
38. Mmorpg Alchemy and Extraction System by Falcao
39. Fullscreen++ by Zeus81
40. Ace Save Engine by Yanfly
41. Cover Conditions by Hime
42. Enemy Target Info by Yanfly
43. TP Damage Type by Hime
44. Steal Items by Yanfly
45. Command Window Icons by Yanfly
46. Ace Message System by Yanfly
47. Command Autobattle by Yanfly
48. Command Equip by Yanfly
49. Combat Log Display by Yanfly
50. Enemy Reinforcement Events by Hime
51. Split Transitions by RPGMakerSource
52. System Options by Yanfly
53. CSCA Colosseum by Casper Gaming (http://www.caspergaming.com/)
54. CSCA Colosseum Wagers by Casper Gaming (http://www.caspergaming.com/)
55. Smooth Cursor by RPGMakerSource
56. Enemy Reinforcement by Hime
57. Visual Novel Choices by Galv
58. Invaders Minigame by Galv
59. Yanfly Status Menu by Yanfly
60. Pong, Space Explorer, and Image Creation Script by Zarby
61. Gamepad Extender by Lone Wolf (removed)
62. Link Equipment to Skill/Item by Demintika


== Additional Credits/Thanks To ==
* My family, for their support
* The RPGMaker forums and their membership
* The Drunkard's Walk Forums and their membership
** Bob Schroeck, who has a character based on him with his permission
** Brent Laabs, also has a character based on him with his permission.
* Orain, which hosts the Orain branch of All The Tropes
** Dustin Muniz: Owner of Orain, and the wiki farm service he hosts in general (where I serve as a staff member)
* All The Tropes (Orain)

** Ecceltennysmith: Member of ATT, has a character based off her with their permission

** Doc Colress: Member of ATT, has a character based off them with their permission

* Wikia: Which hosts the Wikia branch of All The Tropes

* Lady Tera of the SuccuWiki and her husband Keith, both of whom have characters based off them with their permission. Tera also deserves credit for beta reading and story advice integrating her and Keith's characters (modified from usual depictions in her own works) into my game.

* The Project AFTER forums, for their blunt yet valuable criticism, without which I'm sure this game would be a steaming pile of crap.

** Master of AFTER, Yaoi Huntress Earth, Schmekie, Bonglorio, and CobaltKori, all of whom are PA members and partially or completely are represented by ingame avatars, and all of whom have consented to their representation. All specific game avatars and sprites unique to those characters not stock assets of the base application or imported from official DLC or community resources are to be considered mine and theirs, and cannot be reused without our mutual consent elsewhere.

* Silenity, from the Rpgmaker VXAce forums, whom I owe a debt for some complicated eventing and scripting assistance.

* SoulPour777 and dbchest, both members of the RPGMaker VXAce forums who wrote custom code for my project.

* RPGMakerSource, for many excellent graphics and scripts (http://rpgmakersource.com/)

Downloadable Links:

https://mega.nz/#F!VM8iGYzL!pc8SDIOJ7H-aoPqDdQ3hEw (All public betas including latest release found here)
 
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Warpmind

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Hum. How'd you get the licenses necessary from Square Enix? o_O
 

Kes

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Just a heads up on that icon set - it's full of rips from commercial games, and using it will probably get you a C&D at the very least, and maybe sued for money as well.  That is whether your game is free or commercial.

Avery on this site has produced an icon set of over 2,000 icons, plus modular weapons (so you could e.g. have a couple of hundred different swords by mixing the elements) and she is continually adding to it.  They are of the highest quality and for commercial games all she wants is a copy of your game when it's finally released.  You can find it here.
 
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GethN7

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Just a heads up on that icon set - it's full of rips from commercial games, and using it will probably get you a C&D at the very least, and maybe sued for money as well.  That is whether your game is free or commercial.

Avery on this site has produced an icon set of over 2,000 icons, plus modular weapons (so you could e.g. have a couple of hundred different swords by mixing the elements) and she is continually adding to it.  They are of the highest quality and for commercial games all she wants is a copy of your game when it's finally released.  You can find it here.
Thanks for this information. I have no desire to flout any laws and will remove that iconset and replace it with the one you recommended. It's reuse information was kinda lacking anyway, so I was somewhat unsure on it's legality.

As for the music and any ripped tiles/monster graphics from the DQ games, my intentions were as stated: This is a fan project, and my use was not intended to take any revenue from Square Enix, and given the sheer amount of other DQ fangames using these properties without incident (though I'm trying to use as little as necessary), I planned to use those properties to make a game as homage to their fine work (and strongly encourage buying the actual games), and I would happily comply with any requests by their legal team if so prompted.
 
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GethN7

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Since my iconset was of very legally dubious quality (it had rips of tons of stuff without bothering to credit anyone), I replaced it with a quick and dirty redo from the more legally quantifiable source cited above

So here's Beta 1.12:

https://github.com/Arcane21/DW1-Remake/tree/Beta-1.12

Some of the icons may not work very well, but I had to quick and dirty change everything, will clean this up as much as I can when the proper beta I planned on releasing is ready.
 

GethN7

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Progress continuing now that the legal hassles are out of the way, and since I just discovered the joys of making my own iconsets in GIMP, I'll be using a custom iconset for the next beta.

Beta 1.12 had a foretaste of the increased variety in design I'm going for, next beta will carry that concept even further, among other improvements.
 

GethN7

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I'm currently working on one of my dungeons, and I'm considering making it have encounters you can see only instead of random encounters. it's a bonus dungeon, with enemies far tougher than the areas around it, but if you are determined, you can sneak past all the enemies and get your hands on some really cool equipment, since the dungeon is not mandatory to beating the game (at least for the planned normal ending, is needed for the true ending), or such is my current idea for it.
 

GethN7

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Beta 1.3 is ready:

https://github.com/Arcane21/DW1-Remake/tree/Beta-1.3

Changes include:

* A lot more custom graphics, including totally new graphics for all the main characters that were using stock assets before.

* All areas of the main landmass (save Garin's Tomb) and the Kol region (save the Tower of Kol and the Sun Shrine between the main and Kol regions) are complete.

* If you complete an optional dungeon, find an item in it, and bring it back to Tera in the castle, you can unlock a class change for Mara. Warning, optional dungeon is long and hard.

* Outside/Return spells are still kinda buggy, avoid using them in unintended situations, as I cannot guarantee against weird game behavior.

* Kol has been fairly well fleshed out for the most part, and I added a few custom events and diary to Roto's house that will update the further along in your quest, so in later builds check up on it from time to time.

* The opening cutscene can be skipped now, see readme for details.
 

amerk

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I've seen far too many DQ1 remake clones to get excited anymore. Not to mention that the first DQ game was probably my least favorite. Even SE's remasters for the series has gotten dull when it offers nothing new to the core gameplay and story.

However, changing it up, as you seem to be trying to do, and maybe even adding a multiple party system of sorts, could give it a nice touch. Maybe even offer a fetch quest or two to keep it fresh.
 

GethN7

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I've seen far too many DQ1 remake clones to get excited anymore. Not to mention that the first DQ game was probably my least favorite. Even SE's remasters for the series has gotten dull when it offers nothing new to the core gameplay and story.

However, changing it up, as you seem to be trying to do, and maybe even adding a multiple party system of sorts, could give it a nice touch. Maybe even offer a fetch quest or two to keep it fresh.
I couldn't agree more, hence why it's a loose remake. About 80% has nothing to do with the original game.

Speaking of fetch quests, good idea, I'll try to add a few of those.
 

GethN7

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A few updates:

* The staircase north of the mages lab in the castle does not go back to the proper location, this is an oversight that will be corrected next build. It is not a required area, so it can be avoided.

* The exit to Kol also has misplaced transfer events, use a Scape Rope or Warp Wing to leave town, this will also be corrected by next build.

* I accidentally uploaded an earlier snapshot of my game before adding the treasure to the Pod Forest map, so it's absent (I use GitHub to keep track of my releases, didn't save my changes properly before release, my apologies, this will be rectified next build. This area was also horribly unbalanced, this will also be fixed next build. The class change is therefore inaccessible as a result, which again will be fixed by next build.
 
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Capitán

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Going to give it another go.
 
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GethN7

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Going to give it another go.
Just keep in mind the oversights I missed, please let me know if I missed any other major bugs.

I plan to release a bugfix version to obviate the worst errors in 1.30, and I would have done it sooner, but I had my attention consumed entirely by pressing concerns on the Orain wikifarm service, where I serve as staff.

It should be ready for release in a day or so.
 
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optimum45

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I have given your game a 60 minute playtest.  Here is what I found.

Ahh the music brings back memories.  ^_^

-Skip This Scene seems to bug the game out fatally.  It's hard to describe what it does exactly.  Instant teleport to a random spot in the room that changes when you press the "X" key.  It was game breaking.

-Opening Sequence - If you hold "Z" until the music plays and move, you can "break" the event sequence and be left in darkness until you step on the event square and activate it.  Did this on accident the second time.

-The "Skip This Scene" button appears to be mapped to the Menu button.  I am unable to access my menu anywhere.

-You have clearly put a lot of effort into dialogues.  I was impressed by the number of NPCs available to speak to, and the variety of their conversations.

-Fought in two battles to experience the combat system.  You seem to have all the right bolts in all the right places, from what I can tell.  I would recommend slighly lowering the effect volume on strikes.  It was a little much with my headset on.   :rock-left:

-When I actually did skip the first scene, the game worked fine, and I've continued on!

-I really liked the Chicken Egg part.  Not entirely sure why it was so enjoyable.

-The entire farm theme in Tantegel Town seems to work.  It's very large though, and has some open space.

-The Dash Button works in reverse.   BD  (Makes you walk slower)

-The beeping noise in the victory aftermath for the experience part should have it's volume lowered some as well.

-Mara likes to spend that MP with auto fight.  Roto started doing the same thing when he learned blaze.  I like that they'll use skills with it, but they really go all out.   :guffaw:

-On Level Up, saw "Demon Squares" all over the place.  This normally happens with custom fonts.

-Heading south, there were no events that stopped me from proceeding.  I was expecting the temple bridge to cut me off but I just walked on by.   :o

-The Golem of Catilin changes into a dragon when you "talk" to it.  A simple direction fix should repair that.   :)

-With no combat on the "road", you have given the player free travel to the second town and the tower(and also the entire southern part of the map).  The gamer in me is left with a choice to train or not to.  I suppose I can die trying hard mode at a later time, I'll level up some.

-When I first saw a Heal Slime, it gave me the same feeling they used to.  I hate these damn things.   :guffaw:

My time ran out in the tower.  Overall, I think you have a nice foundation, and you have put a lot of effort into the important places of a remake.  I will continue to play through it when I get a bit more time to sit down and have some fun.

Being unable to access the menu is a game breaking bug. :(   I was unable to remap the menu key free from the "Skip This Scene" effect, which essentially broke the game for me.  I hope that's an easy fix for you.  The rest of it was enjoyable, and I look forward to seeing where you take it.   :rock-left:
 
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GethN7

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I have given your game a 60 minute playtest.  Here is what I found.

Ahh the music brings back memories.  ^_^

-Skip This Scene seems to bug the game out fatally.  It's hard to describe what it does exactly.  Instant teleport to a random spot in the room that changes when you press the "X" key.  It was game breaking.

-Opening Sequence - If you hold "Z" until the music plays and move, you can "break" the event sequence and be left in darkness until you step on the event square and activate it.  Did this on accident the second time.

-The "Skip This Scene" button appears to be mapped to the Menu button.  I am unable to access my menu anywhere.

-You have clearly put a lot of effort into dialogues.  I was impressed by the number of NPCs available to speak to, and the variety of their conversations.

-Fought in two battles to experience the combat system.  You seem to have all the right bolts in all the right places, from what I can tell.  I would recommend slighly lowering the effect volume on strikes.  It was a little much with my headset on.   :rock-left:

-When I actually did skip the first scene, the game worked fine, and I've continued on!

-I really liked the Chicken Egg part.  Not entirely sure why it was so enjoyable.

-The entire farm theme in Tantegel Town seems to work.  It's very large though, and has some open space.

-The Dash Button works in reverse.   BD  (Makes you walk slower)

-The beeping noise in the victory aftermath for the experience part should have it's volume lowered some as well.

-Mara likes to spend that MP with auto fight.  Roto started doing the same thing when he learned blaze.  I like that they'll use skills with it, but they really go all out.   :guffaw:

-On Level Up, saw "Demon Squares" all over the place.  This normally happens with custom fonts.

-Heading south, there were no events that stopped me from proceeding.  I was expecting the temple bridge to cut me off but I just walked on by.   :o

-The Golem of Catilin changes into a dragon when you "talk" to it.  A simple direction fix should repair that.   :)

-With no combat on the "road", you have given the player free travel to the second town and the tower(and also the entire southern part of the map).  The gamer in me is left with a choice to train or not to.  I suppose I can die trying hard mode at a later time, I'll level up some.

-When I first saw a Heal Slime, it gave me the same feeling they used to.  I hate these damn things.   :guffaw:

My time ran out in the tower.  Overall, I think you have a nice foundation, and you have put a lot of effort into the important places of a remake.  I will continue to play through it when I get a bit more time to sit down and have some fun.

Being unable to access the menu is a game breaking bug. :(   I was unable to remap the menu key free from the "Skip This Scene" effect, which essentially broke the game for me.  I hope that's an easy fix for you.  The rest of it was enjoyable, and I look forward to seeing where you take it.   :rock-left:
Appreciate the report. I had gotten other reports of the Cutscene skip breaking things, not sure why that happens, I'll disable it until it's fixed for later builds if remapping does not fix things. The sound did seem a bit too loud in places, so thanks, will tone it down.

I'm still fixing bugs from my last release, glad I didn't screw everything up. :)

I'll incorporate all these suggestions into my upcoming bugfix version, let me know if you spot anything further.
 

GethN7

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Beta 1.31 is now ready, and is a bugfixed version of Beta 1.30. All game crashing or breaking bugs should be fixed now, as well as the following changes:

* Removed Cutscene Skip. Turns out it was the source of most of the bizarre game breaking bugs for odd reason.

* Modified some weapons like wands to cast whatever spell effect they would have used as an item as their default attack, this done as a compromise between RM VX Ace limitations and since I couldn't get a script to work. For instance, the standard attack of the Wizard Wand is Blaze spell, except it costs no MP to use.

* Boomerangs now hit all enemies when equipped as weapons.

* Fixed some armor bugs, like Magic Hats being registered as shields.

* Added a few small areas, such as a house to Garinheim and the Sun Shrine inbetween the main and Kol landmasses. The Tower of Kol, Hauksness, and Rimuldar landmasses are still devoid of overworld content or events, will have Rimuldar done by next build, along with parts of Hauksness. More "blank spaces" will be filled in in later builds.

* Pod Forest has been rebalanced to be a lot more beatable. It's still hard, don't go in below Level 12, but now beatable. Items intended to be there exist, take it back to Tera for Mara to gain new armor and a class change.

* Sounds have all been reduced to 50% volume due to complaints some were too loud.

You can get the latest beta here:

https://github.com/Arcane21/DW1-Remake/tree/Beta-1.31
 

GethN7

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I just got some reports that the latest bug fix seems to have smoothed over some of the biggest issues, though thanks to an oversight I introduced a hilarious overpowering of the Mist Staff, which deals out a chance of instant death whenever Mara attacks with it equipped. This will be removed by next release, but you all can consider it a "Good Bad Bug"

I also discovered a lot more of the features I intended don't seem to be work, as they will require some custom scripting I don't currently have, so I plan to refactor my current codebase to make certain features work that currently don't partially or at all.

Beta 1.50 will be awhile as a result.
 
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optimum45

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- There is a visual "hiccup" on almost every screen that re-positions the NPC's to their appropriate place after Fade-In.  Without knowing what caused it, I can only offer that there are a lot of "creative" ways to fix that.

- There is an Icon Set miss with the icon for the Pot Lid.  It looks as if the template is off by a single vertical pixel.  Perhaps the entire row is that way, so it would be worth checking.

- Your pricing scale on items "feels" like Dragon Warrior.  You have clearly done your homework.   :rock-left:

- The door in the Inn that protects the "Shiny Boxes" vanishes when you activate it.  A simple direction fix could repair it.

- The sign outside of Michel The Historian's house is blank, then shows a sword when you "activate" it.

- Garinheim is bloody enormous.

- You really get punished for leaving the road.  I don't mind that, because it works in balance with the road being clear.  However, if the encounter rate is this high during long sections of no road, I can forsee some "Goddamned Bats" appearing in those locations due to High Encounter Rates.  (See Gaming Tropes for Goddamned Bats)

- Ran into 5 Heal Slimes near Garinheim that ate my lunch.  I hadn't saved yet because...well...I was curious looking around.   :headshake:   :guffaw:    3 OHKO's too, yikes.  But you got the Game Over music too.  Memories.   :rock-left:

Since I've now died to the Heal Slimes I came here to fight, I've decided to take this next crack more seriously.

- There is a text overlap on Shmeckie's third and fourth text box, and what appears to be an entire missing word in one of the later ones.  "to(space)(space)the same work"

- Picked every tomato, cabbage, egg, tickled every chicken and cow, and sold everything for a tidy profit of 560 gold at the weapon shop.  A small starting boost I bet I'll pay for somehow.

- Ran into a pack of Dracky's and immediately yelled "Goddamned Bats!".   BD   I was wondering when I'd see them.  However, they rolled right over Mara, and I now have to run for my life.  I've resisted saying this up until now, but Sarah feels a fair bit under-powered.  Unless her entire purpose is to protect Mara, and that's what I'll have to do if I meet Dracky's again, then she needs counter-attacks or something, in my humble opinion.   :rock-left:

- I just can't flee from Red Slimes, and I almost didn't make it back in one piece.   :o   I traded my ass for a Feather Hat, I guess.  Sarah needs it's +2 AGI big time.

- I went back in and easily handled the Dracky's with improved gear.  I was next greeted by a party of 5 Babbles that ate my lunch again pretty easily.  I would call them "Demonic Spiders".  They are way over-powered compared to the base monster of the cave, which I thought was the Red Slime.  It's going to take some work to get ready for these guys.

- I tried to rush back inside to see what I could discover anyway.  I've gotten to the small medal and the leaf, but one run in with babbles and it's over.  No escape, no chance of victory.  Dracky's always kill Mara, and that's tolerable, but Babbles are just to much in here.  I've yet to escape.  I will try again later.   :guffaw:

I have to get some real life stuff done.  I'll have more later.   :rock-left:

Edit:  Upon further reflection, I think you've done very well with the combat scale given the vast difference in core RPG Maker and what Dragon Quest used.  I wouldn't recommend tweaking any monsters, as I caught up to the mighty Dracky very fast.  Maybe removing Babbles from the mix in the first cave is in order, as they just feel out of place.

I would currently grade the difficulty scale as High.  Which is good for me, as I enjoy getting kicked around from time to time.  Makes overcoming the challenge that much more fulfilling.
 
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GethN7

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- There is a visual "hiccup" on almost every screen that re-positions the NPC's to their appropriate place after Fade-In.  Without knowing what caused it, I can only offer that there are a lot of "creative" ways to fix that.

- There is an Icon Set miss with the icon for the Pot Lid.  It looks as if the template is off by a single vertical pixel.  Perhaps the entire row is that way, so it would be worth checking.

- Your pricing scale on items "feels" like Dragon Warrior.  You have clearly done your homework.   :rock-left:

- The door in the Inn that protects the "Shiny Boxes" vanishes when you activate it.  A simple direction fix could repair it.

- The sign outside of Michel The Historian's house is blank, then shows a sword when you "activate" it.

- Garinheim is bloody enormous.

- You really get punished for leaving the road.  I don't mind that, because it works in balance with the road being clear.  However, if the encounter rate is this high during long sections of no road, I can forsee some "Goddamned Bats" appearing in those locations due to High Encounter Rates.  (See Gaming Tropes for Goddamned Bats)

- Ran into 5 Heal Slimes near Garinheim that ate my lunch.  I hadn't saved yet because...well...I was curious looking around.   :headshake:   :guffaw:    3 OHKO's too, yikes.  But you got the Game Over music too.  Memories.   :rock-left:

Since I've now died to the Heal Slimes I came here to fight, I've decided to take this next crack more seriously.

- There is a text overlap on Shmeckie's third and fourth text box, and what appears to be an entire missing word in one of the later ones.  "to(space)(space)the same work"

- Picked every tomato, cabbage, egg, tickled every chicken and cow, and sold everything for a tidy profit of 560 gold at the weapon shop.  A small starting boost I bet I'll pay for somehow.

- Ran into a pack of Dracky's and immediately yelled "Goddamned Bats!".   BD   I was wondering when I'd see them.  However, they rolled right over Mara, and I now have to run for my life.  I've resisted saying this up until now, but Sarah feels a fair bit under-powered.  Unless her entire purpose is to protect Mara, and that's what I'll have to do if I meet Dracky's again, then she needs counter-attacks or something, in my humble opinion.   :rock-left:

- I just can't flee from Red Slimes, and I almost didn't make it back in one piece.   :o   I traded my ass for a Feather Hat, I guess.  Sarah needs it's +2 AGI big time.

- I went back in and easily handled the Dracky's with improved gear.  I was next greeted by a party of 5 Babbles that ate my lunch again pretty easily.  I would call them "Demonic Spiders".  They are way over-powered compared to the base monster of the cave, which I thought was the Red Slime.  It's going to take some work to get ready for these guys.

- I tried to rush back inside to see what I could discover anyway.  I've gotten to the small medal and the leaf, but one run in with babbles and it's over.  No escape, no chance of victory.  Dracky's always kill Mara, and that's tolerable, but Babbles are just to much in here.  I've yet to escape.  I will try again later.   :guffaw:

I have to get some real life stuff done.  I'll have more later.   :rock-left:

Edit:  Upon further reflection, I think you've done very well with the combat scale given the vast difference in core RPG Maker and what Dragon Quest used.  I wouldn't recommend tweaking any monsters, as I caught up to the mighty Dracky very fast.  Maybe removing Babbles from the mix in the first cave is in order, as they just feel out of place.

I would currently grade the difficulty scale as High.  Which is good for me, as I enjoy getting kicked around from time to time.  Makes overcoming the challenge that much more fulfilling.
Thanks for all the heads up, will fix the bugs, glad I nailed the essence of DQ. :)

As for the harvesting, you can either (A) sell it all for cash or ( B) use it in the Recipes option in the menu to make some helaing items. Your call, since I tried to leave both options as viable.

Added a lot of refinement so far to my 1.5 beta, including finer grained formulas for combat, overhauls to the scripting to make the engine do more DQ specific stuff (weapons now function as items like they did in the original games), among other things I'm leaving a surprise, but let's just say these bug reports are going to make 1.5 even better.

Agree on Sarah, I need to tweak her a little, thanks for the tip.

As for Garinheim, I know, I make overly big towns, kinda a habit I need to break. I can condense it a little before 1.5 is ready, though.

As for gaming tropes, that was the intention (I run the TV Tropes alternative All The Tropes on Orain and Wikia, FYI), and while I might tweak encounters ever so slightly, I'm trying to match the core spirit of the original game, right down to the high encounter rate.

And, not that I've shared this with anyone before, but I once wrote myself an entire DQ1 guide from memory as a kid, and since my game is starting to get to the point I'm not tweaking stats too much anymore, I'm planning on starting a wiki to keep all this stuff straight, will post a link here if I get it off the ground if you or anyone else wants to help. :)
 
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optimum45

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Started another round where I left off.

- Made it out of the cave finally!  After buying new equipment and leveling up to Level 5, that cave was a cakewalk.  Even the mighty babbles feel to Mara's Fireballs.  This spell has made the game fairly easy for the moment, as I have given Mara very high agility.  If you really want to punish the player further, you should up Fireball's cost to 6.   :guffaw:

- Loved the boss in here.  I was impressed that one monster could challenge the three man group so well.  His strength made the babbles make more sense.

- Sea Conch Cave was next, and Mara is still "overpowered" with Fireball.  I rolled right through here without incident until I tried to use the Rope, which teleported me to a square in the middle of the ocean somewhere.   :unsure:   Good thing I saved before I used it.  But walking out is another matter...

- The Green Pillars in the Sea Conch Cave are passable.

- I was able to use the Warp Wing to get out of the Conch Cave without further incident, though I don't think it's an intended effect.

- There are several chat boxes in Garinheim that are a little off.  I will record them next time I sit down here.   :rock-left:

- I will continue looking for Garin's Tomb at another time.  Just to tired to continue.   :rock-left:
 

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