Dragon Quest 1 Remake

GethN7

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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.
 

GethN7

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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.
 

GethN7

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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:

* New alchemy system confirmed bug free, much less painful/tedious to use than before.

* 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.
 

BJÖRN

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Seeing as Dragon Quest is one of my favourite franchises, I'm very excited for this, especially since you're implementing your own touches to make it more unique.

Looking forward to playing it!
 

GethN7

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Seeing as Dragon Quest is one of my favourite franchises, I'm very excited for this, especially since you're implementing your own touches to make it more unique.

Looking forward to playing it!
Glad to hear that. Currently beta testing and rebalancing things as I go along, will update when I have a beta ready for public consumption.
 

GethN7

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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.
 

GethN7

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Ok, update.

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.

* Some minor features have been culled, like some extraneous HUD addons (compatibility issues), though I have retained the minimap feature.

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.
 

GethN7

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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.
 

GethN7

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DQ1 Remake 1.8 Beta is finally out!

https://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 :D ), 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.
 

GethN7

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Bugfix release:

https://github.com/Arcane21/DQ1Remake/tree/Beta-1.85-LFG-Nanya

This release fixes a lot of bugs reported with the previous release, adds some further caching to smooth performance, rebalanced a lot of things to be less overpowered (due to complaints this was way too easy), and added the Foo Forest bonus dungeon north of Hauksness. I also added some more content to Lord Marcus' home in appreciation of the FNTVT Tumblr blog.

A few new features were added, like the ability to throw away items, please read the Readme for the info.

This will require a new save, the new optimizations render old save files invalid, not to mention I have heavily rebalanced lots of things.

This version is dedicated to the League For Gamers, and specifically Nanya, a member there who did extensive betatesting whom I owe a major debt of gratitude.
 
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GethN7

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I'm afraid I have some bad news:

I still plan to release an updated beta by this Christmas with new content, especially for the League For Gamers and the Kiwi Farms, both sites which I promised would have in universe material dedicated to them, but I will probably have to do so in a greatly reduced form, unless further problems force me to not be able to do this.

The reason is simple: RPG Maker MV is hideously unstable for my needs and will not port over my work (maps especially due to the map size limits) very well, and given how buggy it is, I have elected to remain with using VX Ace for any sequels for the time being.

Another reason is since I wanted to use the engine I have now for any successive projects given the first point, and that means the engine in it's current state is off the table, being a programming golem with mismatched body parts held together with a lot of inflexible scripting code I desperately want to optimize, since the current version has some edge case bugs that can corrupt save files a rewrite would remove and I could reduce the performance enhancement script dependency I've been relying on (like Effectus) considerably, I feel taking the time to rewrite and overhaul the engine before resuming development would allow me to turn out a superior game in the end,

I also wanted to provide a stripped down "SDK/developer kit" version of my game with my custom alterations that anyone can freely use for their own projects (minus commercial/licensed assets), and my current engine design does not allow for this, and since I'm an open source advocate, I want to give something back to my fellow programmers and game developers by letting them used my tweaked game engine for whatever purpose they deem fit, and a rewrite of the engine would make this possible.

Finally, I'm ashamed of all the shortcuts I took early on to get where I am now, since it has made my scripting code a nightmare to modify without causing crashes, I had to leave a lot more on the cutting room floor than I ever planned to, and unlike Brianna Wu's Revolution 60, which has been delayed since it's initial iOS release with only superficial graphical alterations and mild tweaks to the QTE system that still do not address the low res textures, overlay overuse, blocky meshes, weak gameplay, and numerous performance issues that will likely not be addressed when it is given an updated re-release, I feel I can do much better by taking the time to fix the foundations of my project so it not only comes off as a superior engine, it will be so good I can use it's base as a foundation for future projects that still have a more efficient scripting base that provide a more problem free and player friendly gaming experience.

I apologize for any delays this might cause, but I am not happy because I had long terms prospects for this project I cannot fulfill unless I do a rewrite of the scripting, and I want to fulfill all the objectives I had not only for myself, but for the gamers who enjoy my work, as I believe they deserve the best I can do, not merely something that works but has issues I could resolve.
 
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GethN7

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I've been out of the loop for quite some time, but adding that yes, I am working on a new beta, just finished ironing out the last kinks in my totally overhauled game engine.


I plan to issue frequent updates on my progress on my blog, bookmark the linked tag for updates:


http://gethn7.blogspot.com/search/label/RPG%20Maker%20VX%20Ace
 

GethN7

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Version 2.01 SF Beta (Stagefright) of Dragon Quest 1 Beta is here!


NOTE: Bugfix Update, still called 2.00 internally, but replaces the original version which is superseded. Includes an updated version of a BlackMorning script I worked with him to improve, some control variable fixes to fix a few edge case bugs, and a few asset fixes/changes due to licensing concerns.


https://onedrive.live.com/redir?resid=15535A095AE1C1F5!380&authkey=!AO8-qCLAkoSHUpE&ithint=file%2cexe


Readme here.


https://github.com/Arcane21/DQ1Remake/blob/master/README.md


This version (named after one of my beta testers for the 2.00 Beta) is a total engine overhaul to all previous versions, and lots of mechanics got updated, lots of graphics got a facelift, and while it hasn't moved forward story wise (it ends after the Hauksness arc, with the rest of the world blocked off), it will resume being finished in the next build onwards, but I mostly wanted to get the new and improved engine hammered out in this build. It also does not require the RTP, which is integrated into the game, part of the reason I can't host on GitHub anymore, it's too large.


The game balance is now much more like Dragon Quest in difficulty, tons of outstanding bugs were fixed, many more NPCs were added, a few buggy game mechanics in previous versions were fixed or replaced with alternatives, and all future versions of the game will likely need no further script changes.


There is now also an SDK version of the game available, with the bare basic engine I customized, available for noncommercial use (more info at the repo itself, currently available here)


https://gitlab.com/GethN7/DQRemakeSDK/tree/master
 
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GethN7

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Double post.
 
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GethN7

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I was set back for a good, long while, but Beta 2.10 is out;


https://mega.nz/#fm/5dUjhAAR (All public betas including latest release found here)


Due to a HDD crash, this version is more of an engine overhaul than adding anything new. In fact, I completely dropped the Small Medal system because it was so buggy I just threw my hands up in the air and got tired of the issues, and I redid the faceset/portrait system to be as consistent as possible using Galv's scripting.


It's essentially a maintenance release until my next version, which will have the content I originally planned for 2.20 release (before the first version of that died with my HDD).


If there any crashes, a crash report will be added to the game directory, so please send me that report along with any screenshots (especially for dialogue bugs).
 

GethN7

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I have replaced the 2.10 download with one with "BF" tag appended to the end in my MEGA folder, as it's a bugfix to some fatal crash bugs I discovered after release.


2.20 is still in progress, but progress is slow while I wait on some scripting assistance,
 

GethN7

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Some critical bugs and other issues were identified in version 2.20. A 2.25 build will be released soon that will contain numerous fixes and replace the 2.20 build.
 

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