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I made a dungeon crawler. I think I will call it DungeonQuest. You start out by getting gold from a king and visiting a town where you will pick your party of 4 from 16 classes. Then stock up and go dungeon crawling. There are 3 dungeons, 2 towns heaps of weapons, skills, equipment, monsters and diversity. In the world map, there are random battles, but in the dungeons you can avoid enemy NPCs. Some of which will chase you when they see you. There is no plot, just fun. Dodge enemies, fight enemies. Combat makes you think.

This is mostly to demonstrate the combat system from EpiQuest 2, before releasing Epiquest 2. There are a few bugs I'm trying to stomp out, but it doesn't interrupt the fun of playing. There's around 3 hours of content.

You can always change your character's class by visiting the guild guides. There are certain classes that have both might and magic (Grey, Hero, Mistress). I don't recommend playing half and half. It is better to have a great fighter or a great mage than an OK mage who is an OK fighter. Commit to either one, but you can always change thier bias if you need to.

The class of the main hero. This class encompasses everything major from every other class. Might, magic, summons, spells, skills and equipment. The hero is tough to beat and eventually learns uber attacks to finish off the toughest bosses with ease. Assuming the battle lasts long enough for the hero to become enraged.

Focusd on big killing weapons, the warrior doesn't have much in the way of defense. All of the warrior's skills are given by the weapons and equipment. The warrior can make short work of any enemy that is not magical.

The soldier can use the best armor and a good variety of weapons. This class is a tank meant for abuse and charging forward. They might have limited skill diversity, but it will still get the job done against most foes.

The thief is quick, nimble and can use fast weapons. This class uses poisons and other status ailments to get the job done and can even wear disguises to take on more skill sets. A very diverse fighter.

This is a very diverse class. The hunter uses bows, whips, clubs and knives. You can bulk up on attack power or agility for quick kills with a bow & arrow. Most of the hunter's skills are status ailments afflicted from arrows.

Ah the cunning archer is designed to not get hit. Standing in the background, they use bows, arrows or guns. Very similar to the hunter, only with better equipment and more diverse skills that include elemental attacks and not just status afflictions.

The pilgrim's magic comes from a staff and or an orb (and or an orb?). A variety of staffs that will give the pilgrim new spells as they level up and a wide selection of orbs too. The pilgrim is definately weak in combat, but they are great with a staff and a wise pilgrim can win any battle with a mere staff.

A mage gets its power from orbs, rods and wands. They have a small selection of weapons, but their power comes from magic. All of the mage's equipment builds up their spirit and can turn them into a devastating force, especially against elemental and undead enemies.

The grey is similar to the hero and encompasses both harmful and helpful magic. This class can also use a wide variety of fair weapons. A jack of all trades so to speak.

This class uses whips, claws and status affecting orbs. She is a multi faceted fighter and magician. She can be used for either category. To make up for this power, she is very weak against status ailments.

Martial Artist
The martial artist is a simple class. Little in the way of defense and weapons, but every piece of humble equipment builds the class's strength to dismantle most enemies. There are also unique skills to help with this.

Combat Strategy
Like Epiquest, there are enemies wandering on the map. You can avoid them, but when you get caught in for combat, you have to come up with a strategy... for every battle. Every battle is different, because every enemy is random (except for bosses) and the enemies are diverse. They don't just have weak points, but different tactics are needed to defeat each. Birds can't be fought by traditional melee items. You will need bows, magic or a jump attack. Magical enemies are immune to normal attacks, so your fighters will have to use items or be on guard.

Your brain is always thinking. Background characters step up to shine, and traditional roles are broken. Especially when you use certain tactics to make a pilgrim into a master of combat against a tough foe.

Enemies use logic and they will heal each other and remove status ailments. They will try to shut you down like a human player would.

You can even get summon skills to switch up your combat when you call upon Sirens, Saghins, Lamias or even gushers. If you see an ogre that can decimate your party and you don't have a confuse spell to get him on your side, summon a Lamia to confuse the big boy. He will do your bidding and knock out his allies.

There are even friendlies that will fight against other enemies and heal your party for you. It turns into a relief knowing not everything in the world is trying to kill you.

To keep all of the information organized, DungeonQuest has a bestiary and scan skills that will tell you everything. You can learn the scan skill from wearing specs or equipping short bows.

Maps & Traps
As I've mentioned before, you can avoid enemies on the map. Different types of enemies have different patterns. Spirits wander randomly and pretty swift. Sentries pace back and forth, but when they spot you, they'll chase after you pretty quick.

Once you're caught, you go into battle, but after the battle, you have 1 second to plow through enemies on the map with invincibility. You'll hear a quiet chime when your 1 second is up. There are items that will buy you longer time. In a second, you can plow through a lot of map enemies, let alone 2 seconds.

There are standard switches to open shut doors, but there are map traps and blocking obsticles. Map traps that will cast status affecting spells or damage you. The status affecting map traps are all visual, but not quite blatant. So if you walk into them, its your own fault.

The physically damaging map traps like spike floors are very blatant and deadly. You might be able to take one stab from the spikes, but not many more. Some spikes have patterns, inactive for 2 seconds, then active for 2. Other spikes are always active until a flip is switched... you know what I mean.

Treasure Hunting in Light & Shadow
In each dungeon... or area in general, there are treasures scattered around. Some are blatant treasures like a sword or scrolls. Other treasures are tougher to find like shinny objects as if someone had dropped something small. These objects don't shine all the time. That would be too easy.

Speaking of too easy, caves and dungeons are dark... obviously. There are shadows that move. The light can play tricks on you and the shadows can hide something blatant that you may have missed your first way through the passage. There are also X-Ray skills that let you find invisible treasures!

With my Epiquest games, most of the treasures were random. That's still the case, but different. Now with a random treasure, a slot machine appears and gives you the chance to get your desired treasure. Well desired if you know what icon will get you something. This might be more helpful for your second play through. Even if you don't get 3 icons in a row, you still get a default prize. Which might not be much in some cases.

There are 50+ scripts and I'm still untangling them. Some cause bugs with others. Its mind bending. The script makers are:
- Yanfly
- Modern Angebra
- Dargor
- Shanghai


Latest Blog

Still charging.... Squashing bugs and making it easier to test.

I've programmed 3+ more hours into DungeonQuest. Unfortunately, most of that was squashing bugs with the character select scripts. My first real script that I made from scratch. Everything else was made by someone else... and they have their bugs, I'm just not smart enough to debug them.

It should be easier for me to test the game now, because I've added a command that removes the battles in the game. So what would have taken me an hour is now ten minutes.

3 more pages out of 30+ have been put into the game. I'm also thinking that simple Morrowind style quests might be best for the next game instead of having an actual story. There are movements and things that consume time and need testing.

Now I'm at the bridge (quite literally) between the first quest and second. Good enough of a benchmark to stop. Realistically if it takes 1 page per hour, I still have another 30+ hours before I'm done adding the script into the game. At this rate the minimum time the game would be done is 10 days.

I'm also adding quest status sensitive dialog. Like the townspeople react to where you are currently on your quest.
  • Production
  • ShortStar
  • RPG Maker VX
  • RPG
  • 02/08/2011 06:12 PM
  • 03/26/2018 04:08 AM
  • N/A
  • 135874
  • 30
  • 0


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This is one of the better VX games I've seen. I'm so downloading it for this weekend once exams are over.
Wow thanks Xeil. I tried :-)
Apparently your 'tried' had a lot of awesome effort in it. Just curious, how long did it took you to make this? I've seen quite a few dungeon crawlers cropping around here lately that's why.
2 weeks. It uses my Epiquest 2 system. Its literally a demo of the system with different maps. Originally I made it a week before Christmas and tried posting it, but it was rejected. So I added some more to it and resubmit it. Now its accepted.
must be all that rtp in your diet
I loooove the sound of that Mistress class!
They can use claws, bladed fans & whips. They can equip dresses, robes, gowns & leotards. The leotards will give them the ability to kiss. The kiss ability will heal allies. The whips will stun enemies and are benneficial against beasts and flying creatures. They have high agility and are weak against statuses ailments like paralysis, mute and blind. I could keep going on and on.
must be all that rtp in your diet
Yeah, I LOVE this. This is exactly the type of class I like. I'm a sucker for Mistress, or Disgaea's "General" girls with beamsabers, or Disgaea's Succubi and Nekomata, or Angela from SD3, or... <3
I could probably write a novel on each class. I still haven't added info about the latest 5 classes. The mistress was a class from my Epiquest game. She was popular there too. You will be happy there are Sirens and Lamias in this game you can summon...
must be all that rtp in your diet

Seriously I have such a hard-on for Sirens and Lamias, it's retarded. I am downloading this NOW~
And you can use their skills and abilities. Siren's are better though. Ice breath, Tidal wave, and plenty of songs. Oh and summon pets too. But 1 pet per game so far. That way it gives people a reason to play again and again!

Now that I know the audience likes ladies... I'll add more. In time of course.

Oh yeah and there are disguises so you can be a male thief disguised as a huntress. Or a female teenager disguised as a male general. Figure that one out :-)
the world ends in whatever my makerscore currently is
Sounds like an awesome game man, I'll be giving this a try! :D
Although VXP games tend to lag slightly for this old computer of mine.

I got a new computer a month ago. So I don't really know if this game lags. I do know what makes things lag, so I avoid making stuff that I knew lagged on my old PC. Like the stepping animation. 20 NPCs that step make a lag even with anti lag scripts.

This is only the beginning! Because this is just a plotless dungeon crawler, I'll keep adding and adding without wasting time doing dialog or characters. The battles make you think and I try to make the player spend little time in towns.
Thanks Peaceful Chaos :-) I've got more screen shots to show. I made 3 dungeons and 2 towns yesterday. The only catch is they're on the non snowy land and I still have 3 towns & 3 dungeons to go on the snowy land.

Hopefully someone likes the game who has played it :-)
Well I'm glad! You'll see more details later >>
V 0 . 3 is now up:
The game is now 4+ hours.

- More enemies
- Become a vampire
- 1 more town
- 1 long new tunnel
- 60+ more equipables
- 40+ more weapons
- 30+ more skills
- The canoe
- Map tweaks (mostly towns)
- Different town buildings for diversity
- Icons added to previous weapons & equipment.
- Weaponries, armories & mageries now buy your stuff.
- Fixed scroll page pickups.
- Fixed ointment pickups.
- Fixed town teleport names.
- Game site points you to the correct page.
- Claws now have more attacks.
V 0.3A is now up:
- More information about whips.
- Mistresses can now use jewelry.
- Classes now have explainations (10 do, the last 5 don't).
- Most jewelry pulled from stores.
- Changed main character's name.
I'm glad you're taking suggestions.

Anyway, I just played a bit. This is my first RMVX game, and I must say, it really opened my eyes to its capabilities. Overall, the mapping was great and the music really contributed to the atmosphere. Reminds me of those early GBA RPGs, cute.
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