PLOT
Destiny of the Dragon Lord is the alternate story of the Dragon Lord, primary antagonist of Dragon Quest 1. His goal is to conquer the land of Alefgard, which houses the kingdom of Tantagel and several villages. This game features monster armies marching from Charlock Castle (Dragon Lords keep) to every point of the land in order to enforce the Dragon Lords rule. Rebel monsters and humans both separately oppose the Dragon Lords wishes for absolute rule. His adviser Da'at tries to guide the impulsive, but powerful Dragon Lord and help make his dreams come true. Servants and new recruits through out the game add to the roster of generals that lead the Dragon Lords armies.
WHERE IT STARTED
Destiny of the Dragon Lord started as a concept while I was helping a new dev develop basic systems for a Dragon Quest 1 remake. I tried to talk him out of it because it's been done so many times, but he was adamant. I had just commissioned a Destiny of an Emperor (think JPRG NES Dysasty Warriors) battle and menu system script from LeCode with plans to make a Destiny of an Emperor Starter Pack. That evening, I told the new dev that I was going to make my own game putting a twist on this notion of remaking Dragon Quest 1. I am making a DQ1 game where the Dragon Lord is the main character and his quest is to conquer all of Alefgard. (I want to release a total of 3 DQ themed games since we don't get enough of them in the West, then forever shift away from making them.)
FEATURES
+ This game features Destiny of an Emperor styled combat and menus inspired by DoaE.
+ This game features sprites from GBC Dragon Quest 1 and 2 that have had edits as well as custom sprites.
+ This game features a shared pool of Tactic Points that fuel Tactics. They function like spells for the armies use, with the Tactic list derived from the list of abilities the curent acting strategist has. The player appoints the strategist out of combat at will and they have various lists of abilities.
+ This game has a purchasable and winnable resource called food. Each step your party takes on the world map depletes it as you are armies marching to do battle.
+ Like DoaE, reaching new mile stones in the games development will cause the in battle HP (Troop) gauges to change a new color and have a new min/max display range.
+ Like DoaE, portraits of important characters will have backgrounds rather than solid single colors behind them.
+ Like DoaE, most recruits have preset HP (Troops,) but main characters gain HP (Troops) per level.
+ Like DoaE, exp is stored for Party Level only, and party members are automatically the Party Level at any given time. Level ups are for Main Character HP (Troops,) Shared TP Gains and access to new Tactics.
Destiny of the Dragon Lord is the alternate story of the Dragon Lord, primary antagonist of Dragon Quest 1. His goal is to conquer the land of Alefgard, which houses the kingdom of Tantagel and several villages. This game features monster armies marching from Charlock Castle (Dragon Lords keep) to every point of the land in order to enforce the Dragon Lords rule. Rebel monsters and humans both separately oppose the Dragon Lords wishes for absolute rule. His adviser Da'at tries to guide the impulsive, but powerful Dragon Lord and help make his dreams come true. Servants and new recruits through out the game add to the roster of generals that lead the Dragon Lords armies.
WHERE IT STARTED
Destiny of the Dragon Lord started as a concept while I was helping a new dev develop basic systems for a Dragon Quest 1 remake. I tried to talk him out of it because it's been done so many times, but he was adamant. I had just commissioned a Destiny of an Emperor (think JPRG NES Dysasty Warriors) battle and menu system script from LeCode with plans to make a Destiny of an Emperor Starter Pack. That evening, I told the new dev that I was going to make my own game putting a twist on this notion of remaking Dragon Quest 1. I am making a DQ1 game where the Dragon Lord is the main character and his quest is to conquer all of Alefgard. (I want to release a total of 3 DQ themed games since we don't get enough of them in the West, then forever shift away from making them.)
FEATURES
+ This game features Destiny of an Emperor styled combat and menus inspired by DoaE.
+ This game features sprites from GBC Dragon Quest 1 and 2 that have had edits as well as custom sprites.
+ This game features a shared pool of Tactic Points that fuel Tactics. They function like spells for the armies use, with the Tactic list derived from the list of abilities the curent acting strategist has. The player appoints the strategist out of combat at will and they have various lists of abilities.
+ This game has a purchasable and winnable resource called food. Each step your party takes on the world map depletes it as you are armies marching to do battle.
+ Like DoaE, reaching new mile stones in the games development will cause the in battle HP (Troop) gauges to change a new color and have a new min/max display range.
+ Like DoaE, portraits of important characters will have backgrounds rather than solid single colors behind them.
+ Like DoaE, most recruits have preset HP (Troops,) but main characters gain HP (Troops) per level.
+ Like DoaE, exp is stored for Party Level only, and party members are automatically the Party Level at any given time. Level ups are for Main Character HP (Troops,) Shared TP Gains and access to new Tactics.
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- sjmorgan
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- Tactics Simulation RPG
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