In Dragon Kingdoms V, the world has been shattered into pieces and it's up to a hero that is quite a jerk to restore it. On April 2nd, RMN was going to be shattered into pieces as well, but Holbert won't let that happen. The site is profitable and not beyond hope, at least not yet.
Dragon Kingdoms V has had a pretty good run on RMN, garnering about 1600 downloads in all and getting a fair amount of input and criticism. Unfortunately, Silviera has already left RMN, which is a shame, as his review goes a fair way toward getting the game to average (it's close- 2.0 out of 5 stars, which, while not great, is certainly better than its predecessor or Celestial Descent did).
It also got a (failed) Let's Try from Dark Gaia, showing only about twenty minutes of footage.
After putting it off for WAY too long, I've released a new version that includes the RPG_RT.exe file!
Also, there are some changes/fixes:
-No longer reach level 50 in the Arena when starting.
-Crystals guide the way (blue leads to towns, red leads to boss areas or dungeons).
-Enemies have a short cooldown timer after running from one.
-Support for a different font and arrow has been added in the menu, but not yet accessible.
-Dialogue made more clear on where to find the shards from two of the game's churches.
However, changes have only been made up until you go to Montane Castle, which is still quite a distance. This is a ten to fifteen hour game after all, and it will take time to fix up everything. Throughout October/November/Decembruary I plan to make some more fixes/additions, so stay tuned!
Yep, after almost six years, I'm preparing a new version of Dragon Kingdoms V, to hopefully make it easier for people to play, and to resolve many of the complaints.
Crystals show the way. Blue crystals are in front of towns and red crystals are in front of dungeons or similar areas. Yellow crystals lead to special areas, and gray crystals show that you can't go that way yet, but you can at some point in the future. Sparkles mean that is the path to take to go to the next screen.
I removed the automatic level 50 at the arena event. I did it to test the arena but forgot to remove the event.
I added support for another font and arrow type by fixing the menu system. They were already in but not implemented.
Enemies no longer cause you to enter battle less than one second after running, at least until western Montane (at this time). You'll hear three ticks of a clock and then a sound that means the enemy is ready to fight again. By then, of course, you should be relatively far away.
I added a Frog Icon event in the Swamp Cave, and plan to add a Ghost Icon event in Montane Castle (fitting both areas atmosphere), and changed the spots you can call William to an icon with his face on it.
There's still some fixes to be made, of course, but those will come in future updates.
I knew this day would come. The day that I finally start making this thing, that so much would get done. Because I have the entire game planned out already, it's really just a matter of making the events, monsters and stuff.
I made the hub town, Chronus Palace Town, in all four of its different versions. The town changes form as the game progresses, from a quite poor first town and not much of a palace, to a rich town and a great palace. What's even more interesting is that "it's always been that way" to everyone else, because the hero travels through time, which affects the town's appearance.
I should have screens up very shortly in the NEW Dragon Kingdoms VI game profile. Chapter One is up next!
I know it's not Dragon Kingdoms V, but it pertains to its sequel, which doesn't yet have a game profile on RMN. (It will soon, though!)
After nearly six years, Dragon Kingdoms VI is getting going! It's been tied up in planning, but at least that hopefully means a better game will be at hand. For those that have been following this game since 2005 (WOW!) keep in mind the look of the game has changed quite drastically.
What is Dragon Kingdoms Legends? A set of smaller games set in the Dragon Kingdoms universe that are made in a fairly short time (20 hours or less of development time), and are fairly short to play.
There won't be a new DKL every other week, some weeks are for other concepts I've wanted to try out for a long time (and not all are Dragon Kingdoms-related), but didn't realize that short games were so popular.
For next week, I have a release planned called Dragon Kingdoms Legends: William's Story, and as you may expect, other characters will follow down the line. This title was also originally "Dragon Kingdoms Zero" in 2004.
I plan to run a concept week June 8th (10 years since DKIII's release, wow!), and will have a super-short game for Release Something VII. A teaser, if you will. Also, on the weekends (except RS weekend), I'll be making Dragon Kingdoms: Birth of a Legend.
Torone Path Done April 2
End of Prologue cutscene
Altana River Crossing
Little Japan Route
Imperial Castle of Edo
Borea Island Forest
Four Horsemen boss
End of episode cutscene
Bugtest and polish
Week of September 14: Putting together some drawings for the Intro, 1st ending and enemy images. Having my schoolwork done on Monday night helps.
Weeks of August 24-September 7: Kind of busy with school and work. I'm hoping things calm down soon.
Week of August 17: Added a conversation system, a fairly easy thing that gives the main character's thoughts when pressing X.
I've also added some events and the game's first battle (and first ending). Hmm... maybe I should take two weeks off more often. It seems that is a good length- too much longer, and I actually start to forget what I was doing in the game.
The first ending is a bad one, and it basically involves being a jerk to the Bridgemaker. If you can't cross the bridge to the other part of the island, and it never gets fixed, then how does the adventure continue?
Note if you do this: it is NOT a game over, despite the music playing. It actually can affect the main story, though.
Week of August 3 & 10: Taking a breather. Those last weeks of July were amazing for the time of year. Talk about too much at once.
Week of July 27: Made the final map for the second area of the game. That's two areas down, too many to go.
Week of July 20: Not a whole lot went on this week, just a couple of maps made.
Week of July 13: Started a new region, and changed the color scheme a little bit to reflect that. Also finished the cave leading to it!
After the world was shattered, everything remained frozen, waiting.
The world was waiting for a young hero to restore it to its past glory... but it didn't count on the hero being such a jerk. Indeed, this is not a hero that everyone will want to journey with, they'll actually need reasons to do so. You control this hero, who must search the land for Shards that have the power to restore entire continents into being.
However, just as you're trying to rebuild the world, a great evil arises, that wants nothing more than to destroy it all. Are you up to the task?