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Miscellaneous

Misao Awards 2016 coming up fast.

While I won't ask or demand anyone vote for this game, I do ask that if you really believe it deserves to win a Misao... please take the moment to vote over not voting. This project hasn't generated the traffic some of the others have from things like being a Featured Game or being based off a more popular series or deved by a popular developer.

Small time over here, but this game accurately recreated old school DoaE mechanics down to the battle system, food system, recruiting system, ect. Best Old-School Game is the reasonable target I'm hoping for and I have a strong feeling this game will end up going against Oblivion Quest, which was a contest winner and featured game and thus reached a much lager audience of potential voters.

If everyone that has privately complimented me over at the Den or done a Let's Play or had private discussions about the games inner workings were to take the tiem to vote, there's a real chance of a win here. It all comes down to turn out. Fingers crossed and everyone have a great holiday.

Announcement

Version 1.5 Fixed all menu and window borders

DotDL was using a window file that had HD window borders. Well, now they're just plain white and it fits better with the look of the game for sure!

Announcement

Open Source for Devs upgraded to DotDL 1.4

I've upgraded the Open Source download to version 1.4 The LeCode menus are the default versions, and not suited for play of this exact project. I noticed 1.2 source didn't have the original original out of battle menu, but that's fixed now. You can also now see every event that the final version of the game used. Enjoy.

Miscellaneous

DotDL 1.4 is up.

Fixed a few bugs I noticed watching Gaitsu Lore do a youtube Let's Play of DotDL. I'd never used the weapon or armor you're never supposed to have but can grind for the hell of it. I was surprised to see just how broken they are. Leaving them that way, anyone that puts in that much extra time either wants or needs things broken.

Post Game secret character 1s HP is now fixed.
Post Game secret character 2 also has a notification he's joined the party.
Post game secret character 3 still silently joins as intended.

Noticed the Blue Post Game Boss was dropping an attack helmet dummied item I'd done away with. I re purposed it to be potentially useful.
Noticed 3 graves weren't working for text when searched. Fixed.
Added the word Fire before arrows that are fire element.
Made a few small typo fixes, but my grammar nazi never did report back with the actual rehaul. :(

Considering adding Hauksness and Rimuldar to the teleport list, but the list already has locations near both. Didn't do that for now. Input on whether it's actually necessary would be nice.

Announcement

DoTDL Version 1.3 is up.

Version 1.3 fixes a text noise error occurring after the boss fight at the first bridge.

There was also an error with Warp Wings dropping the party off at old versions of maps when teleporting to certain towns because I'd forgotten some properly placed Exit Event Processing logic. The maps would fix upon entering a location, but it was still a bug that effected types of encounters, background music and other small things.

Announcement

Minor bug fixes. Version 1.2 is up!

NecroMalroth reported a few bugs that have been stomped out. The current download includes the fixes.

Giga Staff was not granting any damage at all!
An optional stair case in the Grave of Garinham was not working properly.
A few instances of typos.

Some bugs I found.

The three optional post game characters were not contributing to the food consumption.
A few typos and a few were reported to me by Matt Demers.
Heroic Charge was accidentally piercing Protect. Talk about a nightmare attack.

The super secret bonus boss did not have his face graphic or ability to do physical damage assigned. Ouch. I don't even know how. He was the only untested enemy but theoretically as beatable as the other challenges I'd tested.

Progress Report

Private beta bug testing has begun.

Four testers have been chosen to play through DotDL and report any bugs they find or criticism they have. It's a good feeling knowing the project has been completed and only faces potential minor bug fixes and balance tweaks!

If you received a testing invite and did not get back to me, I'm sorry but testing slots are now closed. Don't worry, an official release is coming in roughly one weeks time.

Progress Report

Nearing Testing

The work on my end is extremely close to completion now. I find myself finishing up the loose ends of the project and preparing to make the ending and credit events tomorrow.

After this, I'll do a test run, and then need a few testers.

Lecode wrote me today to say he'd be fixing the last two script bugs and had been busy with some things in his life. I expect to have those fixes in my hands at some point this week near or after finishing my end.

I see me running just 4 game testers. No need to go crazy on a small scale project.

Progress Report

Project Update # 1

Things are really moving along. Every location in this game is mapped out. I still need to event 3 maps/areas out and drop a few more of the evented boss fights on the world map to finish eventing every area of the game. After that, I'll be doing the credits!

Going to have to recolor a few more GBC Dragon Quest Monster sprites and make a few more enemy "faceset" sprites. Icons have been taken from a few sources that'll be sited, but I'm also going to have to make a dozen icons or so for remaining equipment types that don't have them and for tactics.

The scripting is awaiting some minor bug fixes by LeCode. The biggest one is that tactic success rate is affected by your intelligence vs each target, but it's accidentally also affecting friendly abilities. I expect the script update will likely just allow ability by ability note tags to designate which skills consider INT for success adjustments, making the script more useful to anyone that uses it in the future!

I see this project going into the tester phase sometime in June. :) Depending on feed back, I may include a hard mode option that effects pricing and boss battles, or an easy mode option that does the same thing. I don't see me doing both as the game will likely get feed back that it's currently too easy or too hard overall. I expect I'll have to tweak some fights based on public out cry separately from a potential second mode if balance doesn't bring player zen.

That's the update folks!
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