Dragon Quest 1 Remake

GethN7

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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:
I've fixed the warp wing and scape rope effects in my current build, they were very buggy in earlier builds, now they are fairly stable.

As for the Pillars, tileset oversight, will work on that.

Garin's Tomb does not exist yet, don't look for it until next build at least.
 

optimum45

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Ahh, well that explains why I couldn't find it.  I guess I'll go explore that tower next then.   BD
 

GethN7

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Beta 1.50 is still in progress, and I just about finished my first task, which has been to totally overhaul the combat engine, as well as fix several features of the interface to be much more user friendly.

To that end, I have done the following:

* Added finer grained combat formulas (luck has a greater effect on certain attacks and defense)

* The battle engine is more icon and pop up based for easier readability.

* The character status menus are far more useful and display much more information.

* Weapons used as items now function identically to the Dragon Quest games.

* Most remaining bugs patched out of the Return/Outside spells and items.

* Multiple rebalancing tweaks, mostly to Mara's survivability.

* Added a shield defense skill, where an equipped shield has a chance of nullifying a set amount of damage, dependent on the shield's quality and character block rate chance.

* Implemented theft mechanics to game, so Mara can now steal items from enemies.

Other tweaks involve filling in a lot more blank areas so there is more game content, and to make my bigger maps much more fun to explore, more content will be added as I continue working on 1.5, including the Rimuldar continent and portions of Hauksness.
 

GethN7

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One of the things I get a lot of reasonably well deserved flack for is my tendency to make large maps that require lots of walking.

I've gotten better, but I still find it easier to go large than small, so I plan on adding a new feature to the 1.5 build from the Persona 3/4 series.

Town fast travel.

Basically, you can zip around to the most common locations in town via a menu, and you can still have feet hit pavement if you want to explore, as I still plan to leave some cool stuff in out of the way places.

This doesn't mean I'll use this as an excuse to go full ****** when it comes to making massive town maps, but this should alleviate any issues with those types of maps driving people crazy with all the walking.
 

GethN7

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Tests of all existing content are 2/3's complete and I have ironed out all the game breaking bugs, including one I had to remove the stealing ability to fix.

My current battle engine and stealing script worked fine together, but when I added the "use weapons and armor as items when not equipped" script, try to use any weapon or armor with a spell/skill effect will cause the engine to freak out, since it makes the same scene call as the stealing skill, and so I figured it would be fruitless to reconcile the two, hence why I removed the stealing skill for this build, though it may be replaced with another one in later builds.

I also had to redraw a few areas, such as parts of Garinheim and the Tantegel Treasure Keep. The former involved me putting down hedges and a few invisible impassible tiles to fix some issues with tile passibility (you could walk off stairs in place where you'd fall and break your ankle IRL but instead you wind up on solid ground minus the fall), this should avoid any weirdness there. The latter had the first floor redrawn slightly because character sprites were disappearing. I use a technique called parallax mapping for that dungeon (the high up in the clouds background is a parallax layer that gives the illusion of depth and altitude),
and parts of the map were drawn before I added parallaxing so I had to redraw those areas to sidestep the bug (not sure why it happened that way, possible clashing of layers or something), but all I did was basically shrink the floorspace a little.
 

GethN7

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Almost done testing all existing game content, adding a few areas to Kol, a few more minigames (Garinheim now has a small fishing minigame), and most of all, I'm pleased to report that after some more tweaks to battle engine, it's now very faithful to the original Dragon Quest.

What that means is:

* Spamming magic via Mara isn't always going to be an "I win" button.

* Some enemies are quite resistant to magic as well, before magic resistance didn't mean as much. However, this applies to both sides, as Mara is now quite resistant to magic damage.

* Enemy AI is somewhat smarter, meaning they will use support and healing skills more if they have them.

* Difficulty has been tweaked to where enemies will start getting harder around the Kol region.

* I've tweaked the accessory slots to where you have two, and if the player is willing to farm for Small Medals (hint, kill lots of Slimes), the Small Medal shop has a few items that will make your life much easier, see this link for a better idea what I mean:

https://allthetropes.orain.org/wiki/Disc_One_Nuke

Still refining and beta testing all existing content before I add more new material, but I'm very pleased to say the new engine is much closer to my original vision. :)
 

GethN7

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It'll take a few more days before I have a closed beta ready (these will be sent out on an individual basis before official releases, PM me if you want to try one out), but I have finished checking all existing content.

A bug where fog effects would persist if you leave the Pod Forest has been fixed by adding sanity checks to the world map to disable all fog scripts, so that way no matter how you leave the Pod Forest (exit/Scape Rope/Outside spell), they won't persist. I also rebalanced and tweaked the Pod Forest so it can be completed much faster (you can skip most of the maze if you pick your route carefully), and it can be speedrun as low as Level 9 with some luck, though Level 10-12 is recommended.

Now to just do one last pass and make sure all existing content works fine, then I'll be fleshing out the Rimuldar continent, and once I fill in a few quests there, I'll have the 1.5 closed beta ready. :)

Also, tip: Thanks to the changes in the game engine, equipping equipment that is ideal for your character's class can have some beneficial effects, especially weapons for Mara.
 

GethN7

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I have released a closed beta of 1.5 to some people who have expressed interest in trying it out.

Anyone else who wishes to do so, please PM me.
 

GethN7

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Been getting lots of great feedback on the closed beta, putting the final touches on the finished, official release of 1.5, though I'm still eager to get more reports so I can do further polishing.
 

GethN7

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Bad news, everyone, a bizarre regression appeared during my latest test and rendered my class change system useless and prone to crashing the game.

Thankfully, I made backups and plan to retool things, but it will take me a couple more days since I sprinkled a lot of class change centric events through my code and need to rework it.

Good news is that by excising it, I can make the next build much more stable, and I have a few more builds to see if I can't get it working again in the way I planned.
 

GethN7

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I am incredibly pleased to report that my official release is currently in beta testing, and considering how much I reworked the engine and added back so many old features left on the cutting room floor in older builds and even added new ones, I'm considering releasing this beta as 1.55 or 1.6

Numerous bugs since the earliest builds are now gone, many features only half functional in earlier builds are now fully functional, and all game crashing bugs have been stripped out from all earlier builds.

Still in testing, adding polish where needed, but my newly recompiled scripting and event base looks great. :)
 
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GethN7

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It's time for DQ1 Remake 1.6!

https://github.com/Arcane21/DQ1Remake/tree/Beta-1.6

Changes for Dragon Quest 1 Remake 1.6 Beta

* Name is internally "Dragon Quest", not "Dragon Warrior"

* Several broken or missing features excised or only partially implemented are now present.

* Class change system was removed due to overwhelming errors. Code related to it has been left in a dummied out state in the game should I be able to get it working again, so it's not gone forever.

* The battle system has been completely overhauled to have all features save the removed thievery scripting work, and the framerate has been set at 60 FPS due to complaints animations were too slow.

* Have added in an ingame sound test option in the player menu, and the acheivements feature is basic and fully functional.

* Characters faces change depending on how high their HP is, giving another visual indicator of their condition.

* The game font should work out of the box, but if it doesn't, I will include it in a seperate folder for manual installation.

* Depending on the Unicode settings of your computer, some minor graphical errors such as squares appears at the end of popup messages and ellipses turning into boxes may occur, but this should be harmless and not affect gameplay.

* Several plot tweaks have been made to give the player a better idea where to go to proceed on their quest. For instance, Mara and Sara will provide some basic quest information when you first meet them for the first two main quests.

* A few more empty houses have been turned into explorable areas with new content.

* There is a new title theme song: Asu he no Houkou by JAM
Project - Lyrics can be found here - http://www.animelyrics.com/game/muvluvalt/asuhenohoukou.htm

** All other tracks in earlier builds are still present and used, this only replaces the title. I have added this for two reasons: Parts of the lyrics have been used as inspiration for later plot developments, and as a means of supporting the fall Kickstarter for the official translations of the Muv-Luv series (this was the theme song of Muv Luv Alternative), for which I am greatly in support of.

* The status menu has been greatly overhauled and provides much more information.

* Numerous text size issues have been fixed from earlier builds.


KNOWN ISSUES

* The Outside scripting has some bugs on the Rimuldar continent, not wanting to work in the Cave of Rimuldar and Rimuldar Tower. I have enabled the spell to work everywhere, so this should solve the issue, though this may result in breaking story events or teleportation to dungeon exit points for other dungeons, will attempt to figure this out in more detail by next build.
 

GethN7

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Reuploaded original 1.6 to remove a few artifacts from the debug stage.
 

GethN7

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Bugfix update: Beta 1.61

https://github.com/Arcane21/DQ1Remake/tree/Beta-1.61

* Fixed numerous reported bugs in Rimuldar.

* Outside/Scape Rope issues in Rimuldar area should be resolved.

* Crash bug fixed.

* Added some visual improvements.

* The "D" key now toggles to an additional HUD window that shows party gold, map name, and  X/Y coordinates on map. Disables minimap, so toggle back to see it.
 

GethN7

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Work on my next beta has begun, this one will involve me filling in more dungeon and story areas and adding events for Princess Lora.

I've got the game engine pretty well refined, so unless I discover some glaring issues, all saves should be transferable in later builds.
 

GethN7

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Some great news guys:

* Doing some tweaks to make battles seem more "modern". Enemies will have some animation and visual cues that they have taken damage,

* The F8 key will serve as "toggle" on the world map so you can see the "region" you're in. Higher numbers denote greater challenge, so if you're feeling lucky, now you know where to try powerleveling.

* Colored text will display for some stuff as a handy visual indicator, not just in battles.

* Finally have the scripting I need to implement some of the more esoteric DQ spells and skills, like Chance and BeDragon.

* Redoing a lot of past events so having Lora in your party will alter their circumstances and text.
 
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GethN7

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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.
 

GethN7

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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.
 

RetroNutcase

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From what I played of it, I wanted to like it, but as a fan of Dragon Quest, I feel this game is missing a lot of the charm and feel that makes Dragon Quest, well...Dragon Quest. I'll admit, I might be a tad nit-picky here, but this is coming from someone who has enjoyed a lot of the DQ games and finds some of the design choices a bit jarring.

First point. Roto. I don't know where to begin with him. First off, he talks. This pretty much breaks the first rule of every Dragon Quest ever. That being the Hero NEVER talks, with the exception of the game saying '<Heroname> explained this to someone' or whenever you get a Yes/No prompt. The whole idea of Dragon Quest has always been that you are the hero. The hero doesn't speak, because the hero is you. The hero is meant to be a silent protagonist because you're filling his shoes, and thus he doesn't speak for you. Second, the generic hero with a headband look doesn't fit Roto at all

.


This is what I was expecting, as opposed to what I got.

Second, although to be fair you said you're addressing this: Towns feel too big. There's a lot of empty space and it almost feels like the towns could be a lot smaller if they didn't have all this open space that served no purpose. It's hard to find anything and figure out what's where when you have to do so much walking.

Third, the title theme completely put me off. Don't get me wrong, I LOVE Jam Project, and that song would be perfect...If this were a Super Robot Wars game. The first thing any DQ player expects to hear upon opening a Dragon Quest game is this: 




While I applaud the direction you're going in trying to expand on the barebones plot of DQ1 (Which let's face it, was pretty bare bones, that's one aspect of the game that did not age well at all) the overall look, feel, and tone doesn't feel like what one would expect in Dragon Quest. Where's our more quirky and lovable sidekicks? The ones I got felt like the typical mage and knight out to restore her honor types. Look at followers from the prior games: We had the brave Ragnar, a headstrong and passionate soldier who was in his 50s who proved age was nothing in Dragon Quest IV. VIII had the ever so great Jessica, a fledgling magician out to prove herself but wasn't afraid to speak her mind, the ever lovable bloke we call Yangus, and prettyboy Angelo who just can't seem to realize he's NOT the maker's gift to women like he thinks (At least when it comes to Jessica!)

Mechanically, the game seems fine aside from the town problems you mentioned you're working on. My complaint is more on the 'feel' of it. It just doesn't feel like Dragon Quest in terms of its presentation. That said, please don't take this as an attempt to discourage you. Far from it. You've got good groundwork in mechanically, but down the road once you get the gameplay ironed out, I would recommend going over the overall presentation/script to give it more of a Dragon Quest feel.
 
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GethN7

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From what I played of it, I wanted to like it, but as a fan of Dragon Quest, I feel this game is missing a lot of the charm and feel that makes Dragon Quest, well...Dragon Quest. I'll admit, I might be a tad nit-picky here, but this is coming from someone who has enjoyed a lot of the DQ games and finds some of the design choices a bit jarring.

First point. Roto. I don't know where to begin with him. First off, he talks. This pretty much breaks the first rule of every Dragon Quest ever. That being the Hero NEVER talks, with the exception of the game saying '<Heroname> explained this to someone' or whenever you get a Yes/No prompt. The whole idea of Dragon Quest has always been that you are the hero. The hero doesn't speak, because the hero is you. The hero is meant to be a silent protagonist because you're filling his shoes, and thus he doesn't speak for you. Second, the generic hero with a headband look doesn't fit Roto at all

.


This is what I was expecting, as opposed to what I got.

Second, although to be fair you said you're addressing this: Towns feel too big. There's a lot of empty space and it almost feels like the towns could be a lot smaller if they didn't have all this open space that served no purpose. It's hard to find anything and figure out what's where when you have to do so much walking.

Third, the title theme completely put me off. Don't get me wrong, I LOVE Jam Project, and that song would be perfect...If this were a Super Robot Wars game. The first thing any DQ player expects to hear upon opening a Dragon Quest game is this: 




While I applaud the direction you're going in trying to expand on the barebones plot of DQ1 (Which let's face it, was pretty bare bones, that's one aspect of the game that did not age well at all) the overall look, feel, and tone doesn't feel like what one would expect in Dragon Quest. Where's our more quirky and lovable sidekicks? The ones I got felt like the typical mage and knight out to restore her honor types. Look at followers from the prior games: We had the brave Ragnar, a headstrong and passionate soldier who was in his 50s who proved age was nothing in Dragon Quest IV. VIII had the ever so great Jessica, a fledgling magician out to prove herself but wasn't afraid to speak her mind, the ever lovable bloke we call Yangus, and prettyboy Angelo who just can't seem to realize he's NOT the maker's gift to women like he thinks (At least when it comes to Jessica!)

Mechanically, the game seems fine aside from the town problems you mentioned you're working on. My complaint is more on the 'feel' of it. It just doesn't feel like Dragon Quest in terms of its presentation. That said, please don't take this as an attempt to discourage you. Far from it. You've got good groundwork in mechanically, but down the road once you get the gameplay ironed out, I would recommend going over the overall presentation/script to give it more of a Dragon Quest feel.
Well, this is fair criticism, quite a bit of it is valid.

However, I have to say some of the choices were deliberate.

First, talking hero, done on purpose.

Why? Yes, I know, betrays the DQ feel, but thing is, I wanted to do my own thing, hence the talking hero. I figured if I made a straight up remake, it would be boring, so I figured some DQ mainstays would have to be tossed aside to do that. Also, I like writing heroes with dialogue, it's my strong suit.

As for the design, I'm a terrible artist, and I like the RTP/DS Rpg Maker graphics, hence my sticking with that for the character designs. Love the original DQ stuff, but not very much RM resources to complement it.

As for the towns, still working on that. Plan to justify their space by adding more dialogue and sidequests and shrinking the ones where even that's no excuse.

As for the title theme, I know, divisive choice, note I still kept all the traditional music because I agree, but if you follow the English lyrics of the song I picked, it does fit the tone the original DQ was going for:

Desperate times, people want a hero, people want divine intervention, hero expected to face mortal odds, hero told not to fear death and bring deliverance, that's the short version.

Still, I get what you mean, and if enough people think it sucks, I'll change it.

Also, as for the characters, yeah, kinda basic with Sarah being my no-nonsense knight, thought I tried to make Mara my pithy hedonist snarker. Lora (who is PLAYABLE) has her own personality, but mostly she's just not down at all with sitting on her butt and doing nothing, and instead of the classic princess of the original version, she wants to give the Dragonlord a piece of her mind.

I'm a bit of a sucker for romantic comedy, so you'll notice the various girls hit on Roto and various characters ship them together (this will have a resolution if you fulfill certain conditions)

Finally, I consider this more a "reinterpretation". I love Dragon Quest, but my efforts are a pale shadow of the original at best, so I decided 80% of the work would be me doing my own thing, since I can't match the original creator's genius and I know it, though before the gold release, I definitely plan to have as many touches of the original included as I can.
 
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