• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
Pocket Quest! is half way between a traditional JRPG and board games such as Snakes and Ladders. What normally happens in a role-playing game then, is revisited to fit the mechanical properties of a game with boards, squares and dices to throw.

Story:
The beginning of the story is simple: the young and carefree warrior Nono, in her typical heroes wanderings, comes across an edict in which unimaginable rewards are promised to those who will rescue the kidnapped prince of the kingdom! With hopes and thirst for riches, Nono decides to embark on this mission facing a long trip with Uzu, a giant snail met on the way. But the journey is not without risks, as well as the naturals pitfalls of the places to cross, Nono and Uzu will have to contend with the emissaries of the mastermind behind the kidnapping, ready to put a spoke in the wheel by any means.

Gameplay:
Nono's journey is summed up in 4 looping circular boards, each 64 squares long.

The purpose of Nono in each board is simple: accumulate enough experience levels to gain access to the clash with the Boss of that area and defeat him. Various types of squares are scattered along the route, each representing an aspect of the classic role-playing games:

-The INN, where Nono can rest and save the game;

-The classic SHOP, where refueling of objects and equipment;

-TRAPS that damage Hitpoints;

-MONEY, always handy during the adventure;

-MONSTER squares represent the "casual encounters" with the monsters in that area against which it will be necessary to fight to level up;

-MEETING square allows you to have a chat with local people, which could also assign Nono missions in exchange for rewards more or less generous;

-HOT SPRINGS are there to rejuvenate the body and spirit;

-The BOSS square, where the battle with the guardian of that level awaits (when Nono will be ready);

There are other squares that hide various mini-games, a source of amusement and money in Pocket Quest!

During her trip, however, Nono will be periodically interrupted by Lily, the little demon emissary. She'll curse our heroine with a magic roulette, casting on her every type of malus, such as not being able to see the squares or the closure of shops.

Featuressss:
Custom Battle System
Custom Menu
Custom Message System
Custom everything XD
An entire game made by Pictures

This is more or less everything, but there is more than meets the eyes in the history of Nono ;)

Latest Blog

THE RELEASE!



FINALLY!

After an exactly 2 years long wait, you can play Pocket Quest! in English!

I cannot thank enough the translation team for its hard work and for making this possible.

Play it, enjoy it, spread it!

If you find bugs or text errors, please report to me.

Thank you for the waiting u_u


  • Completed
  • Testament
  • Mirak (Proofreader)
    eplipswich (Proofreader)
    Irili (Proofreader)
    flapbat (Proofreader)
  • RPG Tsukuru 2003
  • RPG
  • 12/07/2012 11:04 PM
  • 11/17/2020 08:23 PM
  • 12/08/2014
  • 348057
  • 107
  • 3156

Posts

Plenty of people put illustrations under screenshots. As long as you have actual in game screenshots of your game (which you do) I don't think it would be a problem to add them there. That being said, we're all supposed to be 13+ here so a bit of risque artwork shouldn't give anyone the vapors.
author=Testament
30 pictures/day and I'll do this in 100 days XD (;_;)

Not to shatter your hopes, but that's a *very* optimistic estimate.

The actual problem in a translation is the different lenght of sentences when you have limited space. A concept that needs 1 word of 7 characters in italian, may need a whole sentence that doesn't fit in a row of a baloon.

That's the exact same problem I had. I usually managed to solve it by splitting the sentences, abbreviating some of the words (e.g. Maledizione became Malediz.) and then trying to put everything together in a semi-redeable way. The problem is that most of the time the space I had *still* wasn't enough and this solution isn't optimal anyway (abbreviations looked pretty horrible most of the time).

How do you mimic a german speech in english? In italian I can add K, -en at the end of the words, etc.

You could use "zee" for "the", for instance, since that's the one of the most common pronunciation mistakes, then you can replace "c" with "k". I'm pretty sure I've seen some videogames where people were talking english in a... "german" way, but I can't recall them at the moment.

King Vegas, for example, speak half italian half english... "Cosa abbiamo here? A young signorina! welcome!"

I'd translate most of the sentences, keeping some words in italian: in this case, I'd go with "What do we have here? A young signorina! Benvenuta!"
Understood, thanks Irili :3

30 pictures a day IS an optimistic scenario.

I've done even 76 baloon in a day, but EVERY day is suicidal XD
even though I can't understand what is being said, I still enjoy the game. love the animations, are they all custom graphics? how much of the game resources, graphics and music, are custom? I recognize some music.
Very nice work ! I d like to try, depends if you will be brave enough to translate pictures. I might give up myself. xD cheers and good luck. I cant wish fun, cuz it isnt - I know that.
@Link_2112: musics aren't original, I'm not able to make music. (except 2 made by a friend of mine).
The graphics side is a complicate one.
I've done some sprite from zero, but 95% of the graphic is rip + edit. HEAVY edit. I repixellated many parts, corrected perspective errors made in the original games, get rid of dithering where it doesn't fit, adjust hue-saturation-luminosity to make the resource accostable, cut and paste from different games to make one. + custom modification from scratch.
Many animations are custom-made editing the sprite in a bajillion of poses. For some characters I used Nono as a base, etc.
Panoramas are made from several games, house from here, terrain frome there, a tree, a bush, a wall, a fench, a sky XD.
Especially the 3th board (the cave) cost me infinite time to gather stone resources from every game I know with a cave.
The 2nd board were easier, it's basically the forest from metal slug series with addons and palette changed.

So the "custom" graphics comes in little numbers, but the un-custom costs me a lot of work.
You can find some examples in the pdf included (watch the pictures).
There are otherwise resource that I left almost untouched. Monsters for example, except for some quick recolor, comes from NAMCO X CAPCOM (PS2).

@Rebezion: well... this will take a lot of time. In the meanwhile I'll try to write down an "instruction booklet" here to help to understand the basics.
I played in italian till first boss, well game is fun! :)
I've played it a bit.

First of all, in spite of my usual indifference towards graphics, I've got to say that the game looks absolutely gorgeous - some of the animations, in particular, are *really* well done. Actually, I'd go as far as saying it's one of the prettiest RPGMaker games I've ever played.

Gameplay-wise, the whole boardgames setup is pretty interesting and definately unusual - I do know there's an entire subgenre of jrpgs made of games like this (especially on NES and SNES), but unfortunately not even one of them came out of Japan AFAIK. I also liked that you allowed the player to wander around the board as much as he wants, without forcing the boss battle in a predefined moment.
I'm glad you like it.
I've discovered many games that fall under this genre after a while that the project started.
Many of them japan only (my favourite is capcom's GAIAMASTER for ps1 (2D) and dreamcast (3D), I prefer the 2D version).

There are some of them in english for ps2 and maybe for DS... (a rapid search on gamefaqs after...) the Dokapon serie.
But they're all party games, and I've never had the chance to play them.

I decided to do a looping board to respect the pace of the player, it was one of the first rules of the game when I was in the brainstorming session. When the player is ready, he can choose to go battle the boss, like in the RPGs.

iddalai
RPG Maker 2k/2k3 for life, baby!!
1194
Just tried the demo, the story is also humorous (I can understand a bit of italian).

The animation is very fluid and a joy to look at! Everything is so cute, I feel like hugging this game. Great work! I'll be waiting for the finished version.
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
author=Testament
I'm glad you like it.
I've discovered many games that fall under this genre after a while that the project started.
Many of them japan only (my favourite is capcom's GAIAMASTER for ps1 (2D) and dreamcast (3D), I prefer the 2D version).

There are some of them in english for ps2 and maybe for DS... (a rapid search on gamefaqs after...) the Dokapon serie.
But they're all party games, and I've never had the chance to play them.

I decided to do a looping board to respect the pace of the player, it was one of the first rules of the game when I was in the brainstorming session. When the player is ready, he can choose to go battle the boss, like in the RPGs.


'Hundred world Story' is one of the Famicom ones that's been translated into English, but I haven't played it.
Me neither, never heard of it before.

@iddalai: Glad to read this. I hope to finish "soon".


About the translation:

The other day I've tried to figure out which one was the better way.

Subtitle-solution is not possible.
1) more picture on the screen (1 if only text, 2 if text + semitrasparent black background), I can include the subtitle in the picture of the italian baloon, but then I must change the coordinates of every single showpicture, cause the baloons aren't 320*240.
2) subtitles cover huds, Uzu, other low baloon with text. A mess.
Trying to alternate high screen subtitles with low screen subtitles will result in an effort that render this solution useless.

So... redo the baloons with english text is the only way.
I choose a new font, San Serif, that allow me to put more word in a baloon without the need to adjust distances between characters and words, mantaining at the same time a good readability.

Huds, menu, objects descriptions and other in-game warnings will be translated forcibily by text subsitution.
Wow, 10.000 pageviews in about 20 days!

Maybe here is normal, but for me, considering the italian audience, is a new academy record! (more access than DA + blog alltogether)
For a game in italian...

I wonder what will happen when PQ will be complete and translated in english.

Thank you all for your support!


By the way, I'm working of the cutscene before the boss battle with the big boss, but no screen, too much spoiler.
Well there's so much interest because the game ITSELF looks incredible and very unique. The language is a problem for the majority of us, so we're all sitting here and hoping a translation would be possible -- there's definitely call for it as you can see ;)
Thanks again. If some months ago a translation was a "maybe...one day ... (kill me)", now it's a mandatory task for the post production ;)

I'll need someone to check the english script (huge spoiler, not that the story is sooooo deep) and find grammar and adaptation/sense errors when the time will come.

Irili is on the list for the help.
Woah! Nominated for Best Graphics & Artwork Entries at the Misaos!

Thanks to my 2 misterious voters, considering I've submitted the project in december this is a huge success XD
Oblic
Once a member of RMN, always a member of RMN!
1937
My balls are so blue from waiting for this game... SO EXCITED!

Seriously though, I can't wait for the final bits of this game to be finished!
This looks very nice,i am pretty excited for this game,so will it be full version and in english in some time?