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DungeonQuest

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.

Classes
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.

Hero
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.

Warrior
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.

Soldier
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.

Thief
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.

Hunter
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.

Archer
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.

Pilgrim
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.

Mage
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.

Grey
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.

Mistress
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.

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

Screenshots










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
  • 136747
  • 30
  • 0

Posts

Pages: first prev 1234 last
Adon237
if i had an allowance, i would give it to rmn
1743
Well, those people like to complain :3.
I can't wait for it, and I am sure the only complaints I will have are if it there is some lagging problem, or if it has a lo of bugs. Other wise I CAN'T wait!
This will be amazing, and I know it, I am going to wait until it comes out, the full game to review it(my first review :3 will be on this game!)
I am pumped!
Plus, I know your working on Epiquest 2, (I think) so.
Still, good luck! :3
I went through and changed all of my battler enemies back to default RTP. I hear from beta testers that while its good to have original battlers, they are jarring to see and take you out of the game when the style of them is so different than the tilesets and sprites.

Continuing on to test enemies...
I cant wait for this to be done... I am def gonna play it... and give a review and might I ask how you got those excelent light effects.
Yes everyone wants to know about the lighting effects. There are scripts to light an object.
author=ShortStar
Yes everyone wants to know about the lighting effects. There are scripts to light an object.

Ah... as a newb I have no clue what you just said.
There are plug and play scripts that you can add to your RPG VX games. Just need to find them.
author=ShortStar
There are plug and play scripts that you can add to your RPG VX games. Just need to find them.


Ah thank you kindly.
Okay, I gave the current download a shot. Let me just say that I rather enjoyed it, though there were a few bugs I noticed. I'll list them:
1 - When I use the Hero's throw skill the menu scene stayed up through the rest of the battle.
2 - Pressing the <confirm> button in the Knowledge section (especially the first info part) sent me back to the character creator. Thankfully, though it made me redo my last character, all his weaponry and armour was sent to my menu so I didn't lose anything.
3 - When lock-picking if there's two of the same button in a row, one button press takes out all the buttons. There was one sequence where I had Up, Down, Down, Down, Down, and I only had to press up and down once to get through it.
4 - In the slot machine I got three '?'s and it said I found 10 Plain Robes, but they weren't added to my inventory. I also 'got' 10 Shiny Robes, but they also weren't added to the inventory.
5 - In the pet place I wanted to buy a pet and had enough money but when I asked to buy one, instead of being sent tot he shop menu she just told me that I should look in my item menu for how to use a pet. There was nothing there.
6 - When changing character, sometimes the old guys portrait wouldn't disappear after talking to him. I had to talk to someone else to get rid of it.

Despite all this it is a fun way to kill a few hours and I've enjoyed it thus far (I'm at Whiterock at the moment.) Good job and I really hope you manage to fix all this stuff because it looks to be a fun game once completed.
Thanks for giving it a shot Liberty.
- That throw skill is quite a plague. I should just remove it honestly. At least you didn't find the other error... or maybe this new error was my cure for the other error.
- FIXED :-)
- That same button in a row thing is an error too that's been around a long time. Consider it your luck I guess. FIXED :-) I changed it so the same button will not appear twice in a row.
- The 10 of anything sounds like an error. I know what's causing it, but...
>>> Do you happen to remember what area you found 10 of something in? There's a lot of treasures to search :-) A LOT :-)
- Pets aren't for money. They are for tokens. I just tried all of the pets and the summon pet books are all right there in my inventory.
>>> Did it go to the store menu to pick one out or did it just skip the store menu all together?
- The old guy face stay error should be fixed now.

I wouldn't call any of this a game breaker.
Adon237
if i had an allowance, i would give it to rmn
1743
get cracking
this is like a game i have wanted since the beginning of my rm career.
Oh nice. Thanks :-) I'm not sure I have enough motivation to finish this and overcome the 2.5 star rating I got when the game was a week in development.
Adon237
if i had an allowance, i would give it to rmn
1743
well be motivated
I seriously think this game would turn out well. =)
this isnt turning out too well, the download is gone
author=bicfarmer
this isnt turning out too well, the download is gone
Heck the developer was gone for like 7+ years. I don't know what happened to the download.
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