GethN7

Dragon Quest 1 Remake

74 posts in this topic

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 retard 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.

Share this post


Link to post
Share on other sites

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 retard 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.

Are you allowing dashing on the maps? Because if you are than all that walking shouldn't be that big of a deal.

Share this post


Link to post
Share on other sites

 

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 retard 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.

Are you allowing dashing on the maps? Because if you are than all that walking shouldn't be that big of a deal.

 

 

Yeah, I do allow dashing, but I still got complaints about how I make maps too big, so this is my concession to those people because I can understand why they might not enjoy walking around a lot (besides, it's also useful for speedrunners, should you wish to play that way).

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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. :)

Sughayyer likes this

Share this post


Link to post
Share on other sites

There'll be a holiday in my country this week, and I look forward to playing this!

 

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

I've played one of your earlier demo's a week or two ago, and felt some things needed improvement (though, most things were already stated). The hude castle map being one - I got lost trying to get all the rooms and such, and finding certain things. Though, I did like the reward/unlock system thing.

 

I look forward to playing an updated version however once I get back from holiday.

From what I've read of some update notes, it seems it'll be more enjoyable this time around :)

 

EDIT

Forgot to mention. I suggest reducing the size of the castle, and adding different floors instead. It makes it easier to track that way~

However, you've made updates since then, so I'll see how it is :D

Edited by Takeo212
GethN7 likes this

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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. :)

Edited by GethN7
Sughayyer likes this

Share this post


Link to post
Share on other sites

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.

Sughayyer likes this

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Edited by GethN7

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

I would like to try it but i would like to see what i am playing,  i try to click the screenshots u have up there but it says i do not have permission....

Share this post


Link to post
Share on other sites

I would like to try it but i would like to see what i am playing,  i try to click the screenshots u have up there but it says i do not have permission....

 

Forums issue, not sure how to fix it.

 

I'll try to gin up some screenshots linked from an image host in the meantime.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.