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I've been working on a remake of the original Dragon Warrior/Quest on RMVXA off and on for years now. It's been a slow process, but I'm doing my best solo. I'm working on adding new content, and challenges for players to have fun with. It's a hybrid of Dragon Quest with elements from later games, as well as Zelda-esque puzzles. There are new mechanics such as item crafting, tools like in Zelda, as well as other things to do.

Take on the role of the 1st scion of the hero Erdrick, rescue the princess, save the kingdom of Alefgard, and vanquish the evil that covers the land in darkness. Art thou brave enough to slay thine enemies?!

Dragon Warrior, its sequel, Dragon Quest II, and its prequel, Dragon Quest III, comprise a trilogy with a shared timeline. The story's background begins when the kingdom of Alefgard was shrouded in permanent darkness. The brave warrior Erdrick defeated an evil creature and restored light to the land. In Erdrick's possession was the Ball of Light,which he used to drive away enemies who threatened the kingdom. Erdrick handed the Ball of Light to King Lorik, and Alefgard remained peaceful for a long time. The Ball of Light kept winters short in Alefgard and helped maintain peace and prosperity for the region.

However, there is one man who shunned the Ball of Light's radiance and secluded himself in a mountain cave. One day, while exploring the cave's extensive network of tunnels, the man encountered a sleeping dragon who awoke upon his entrance. He feared the dragon would incinerate him with its fiery breath, but the dragon instead knelt before him and obeyed his commands. This man, who is later discovered to be a dragon, became known as the Dragonlord.One day, after his soul became corrupted by learning magic, the Dragonlord attacked Tantegel Castle and the nearby town of Breconnary with his fleet of dragons and set the town on fire. Riding a large red dragon, the Dragonlord descended upon Tantegel Castle and stole the Ball of Light. Soon, monsters began to appear throughout the entire land, destroying everything in their paths.

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  • Production
  • Fox420
  • RPG Maker VX Ace
  • Adventure Puzzle RPG
  • 08/23/2020 03:10 AM
  • 02/10/2022 08:42 AM
  • 12/31/2024
  • 14547
  • 4
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Posts

Pages: 1
I am simple. I see dragon quest fangame I subscribe. I just hope you do make magic scale good that its worth using it over melee weapons.

Also is it too much to hope that the MC is a mage? Its just a personal preference of mine to have a mage as a MC. Not a deal breaker or anything for a DQ fangame, but yeah. lol (I would honestly love to play the corrupted dragon but that ain't happening lel)

Anyways following this for now. Have a nice day!
Yes, the main character will have magic. And I plan to add in items to buff magic damage. As well as some new spells to use, from the later games.
author=Fox420
Yes, the main character will have magic. And I plan to add in items to buff magic damage. As well as some new spells to use, from the later games.


Ah sorry that i was unclear. I meant a main magic caster. I am well aware that heroes know some spells normally, but in most cases they are better of just using their sword. Thats what i meant.

But i am glad that you have planned in to boost magic damage in some ways. May I suggest a way for one to be able to play as a main magic caster? As in gaining spells from choices, MP boosts and all that?
If that would make it too complicated to balance i don't mind if it is not the case I was just hoping for it.
But if it was possible maybe add something like the character builder in DQ 11(XI). He had some basic spells but could at least become a somewhat competent caster. Though weapons were mostly the better choice there was at least a choice. But as i said, if it is too much work don't do it.

Better to suggest such things early than not at all. :D

Have a nice day!
Well I'm trying to keep to the original as best I can, just with added stuff. Spells already do a lot of damage in the original since enemies don't have any magic damage resistance except for a few. That and I don't want magic to outshine the top tier weapons.
author=Fox420
Well I'm trying to keep to the original as best I can, just with added stuff. Spells already do a lot of damage in the original since enemies don't have any magic damage resistance except for a few. That and I don't want magic to outshine the top tier weapons.

So basically you mean: Magic should not trump a weapon?

This is wrong for me on so many levels.

You can use weapons as often as you want, while spells, cost a ressource that is hard to replenish until late game in DQ. That is just wrong. Well i can live with that to a degree, but i think that is fundamentally flawed.

Also you said "....plan to add in items to buff magic damage." which would imply weapons as well. So the staffs shouldn't have a chance to be as useful as melee weaponry? Thats just fundamentally wrong. They shouldn't be as strong in melee yes, but they should be useful for making magic stronger then a sword. Why? Because magic is using a precious ressource that is often hard to recover in DQ. That is my main gripe with the series to begin with...

Well i will still try this still, i just think that way of thinking is completly wrong.

Have a nice day!

Edit: One spelling mistake i just noticed.
author=dasgibtesnet
author=Fox420
Well I'm trying to keep to the original as best I can, just with added stuff. Spells already do a lot of damage in the original since enemies don't have any magic damage resistance except for a few. That and I don't want magic to outshine the top tier weapons.
So basically you mean: Magic should not trump a weapon?

This is wrong for me on so many levels.

You can use weapons as often as you want, while spells, cost a ressource that is hard to replenish until late game in DQ. That is just wrong. Well i can live with that to a degree, but i think that is fundamentally flawed.

Also you said "....plan to add in items to buff magic damage." which would imply weapons as well. So the staffs shouldn't have a chance to be as useful as melee weaponry? Thats just fundamentally wrong. They shouldn't be as strong in melee yes, but they should be useful for making magic stronger then a sword. Why? Because magic is using a precious ressource that is often hard to recover in DQ. That is my main gripe with the series to begin with...

Well i will still try this still, i just think that way of thinking is completly wrong.

Have a nice day!

Edit: One spelling mistake i just noticed.


So I added a system to improve magic damage based on M.Atk and having staves boost your output.
Sorry no real updates lately. Been slacking on my project again due to getting sucked into some games and Youtube of late. Will try to work more on my project soon and get a working Alpha build for testing.
I've added a free poll online for anyone interested in suggesting ideas for my remake. https://linkto.run/p/B9KH1HYA
I've added a free poll online for anyone interested in suggesting ideas for my remake. https://linkto.run/p/B9KH1HYA

I also have more screenshots of development on my DA page, they're mixed in with other stuff; https://www.deviantart.com/shadowfox420/gallery/77227872/rpg-maker
Sorry for lack of updates for awhile. I've been on hiatus for awhile, but work is still being done outside of the engine. New custom graphics are being made by a friend of mine. I've ditched the chibi sprites, and plan on remaking some old maps.
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