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Thursday, February 7, 2013

Warrior's Quest Demo v0.2

Phew, it's finally done. Now I can rest in peace. Hahaha! :p

And here's the download link for the demo:  Demo v0.2


Key: !H81z6DzNkC9qytzbHhOH5l2QTYkl1lfWWDF9fX7FsCc

What's changed from v0.11, you asked?:
- More save slots
- Increased the size of the abandoned land
- Changed the "Quest List" to a "Quest Map" in the guild
- Added replenish stamina after eating food
- Added replenish stamina by taking a dip in the hot spring
- Added a few jobs to do in the village
- Added mining inside the caves at hunting grounds
- Added "rest point" at every bench in the village
- Added 2 village festivals
- Addition of a new girl
- Addition of 10 new scenes to be unlocked

Thanks to:
- ERZENGEL (More Savefiles)
- PACMAN (Battler HUD)
from the RPG Maker community for their wonderful scripts.

And also special thanks to:
-Zoggy
-STRipper2013
-Mr. S
For their contribution in the testing of this game! You guys are awesome! ;)

Having problems seeing the text? Just install the font MV Boli from the "Font" folder in the game directory and you're good to go. ;)

With this, I can say that the status of the project is currently on hold until further notice, because sadly, I don't have much free time because of work. I don't know when I can continue to work on it, but I hope I don't lose interest in this game. T_T

If you guys don't mind, please check out my new blog Dreamwhizz Studio. There you can read my fighting manga Death Match. Currently there's nothing much in it, but do check it out. Have a nice day everyone and thank you for all your support! ;)

31 comments:

  1. Thank you so much, I hope you will keep releasing updates 'cause to me this game is so good!
    Wish you best luck in your work and free time!

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  2. This comment has been removed by the author.

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  3. Replies
    1. I'll try to write them down. Thanks for playing ;)

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  4. This is bloody amazing. Please do actively work on this, I haven't played such a good game in ages. This could definitely be even better than VH given enough time is invested into it!

    I'd like a walkthrough though, as I'm sure many others would also :)
    ... And of course a lot more H scenes ;)

    10/10, top quality content right here!

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    1. Thanks man. Unfortunately I'm busy with work, so I don't know when I can continue with the project. I'll post a walkthrough here, so look out for it. ;)

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  5. Replies
    1. You mean you can't see the text, right? Just install the font MV Boli from the "Font" folder in the game directory and you're good to go. ;)

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  6. I must say first of all, that this V0.2 is a huge improvement from V0.11.
    The first demo felt quite constraining in time; it could even be said that time was the most valuable resource, because 10 days to raise 4x4 affection points was almost impossible to pull off in a single play-through.

    Now, the fact that you GREATLY increased some prices (And increased the time limit) in the new version makes gold the most valuable resource, and that in a way changes the whole game, because now, it's not about how fast can you spend a lot of resources (Jewels, beers, food, flowers and even herbs in case of Rioko) in 10 days, but more on how can you maximize the efficiency of your money to obtain more expensive resources.
    The game is now more strategic.

    Also the amount of work you put on polishing the mechanics you had in the first place and adding new art, new NPCs, new items, the job system and more character to the already existing NPCs (The shopkeeper and his wife come to mind, BTW is he dressed like Goku? LOL) deserve a lot of praise, specially because this game was quite solid on the first place.

    The V0.11 had left me curious about some of the game's features, on the grounds that it seemed to suggest that certain features were going to be implemented into the game (Working for money, maybe the maid could be romanced, there may be other areas to hunt in, the usefulness of the spa/thermal waters, etc.), and the V0.2 answered to most of such inquiries (Work has been implemented, there is a map of the island, etc.), but not to all of them.
    I'm still curious about certain things, e.g. you may make offerings to the goddes, but does it have any effect? (Once I offered her a bracelet thinking that maybe something special would happen, and she was like "I'll take them jewels XD!" and dissapeared lol.)
    Also why can't the hero use swords? Or why can't you change your fellow hunters equipment even after a high affection level?

    All in all the game is just great!
    I played it for hours without noticing (Something that doesn't happen very often with other games), and once I again I must complement you on your game design skills.

    PD: Also the "Death Match" manga in your homepage is pretty sweet, although compared with WQ, it is a lot more violent, like a darker side of your style.

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    1. Hey, thanks for playing, and thank you for the review! ;)

      The first demo is just to show what kind of game WQ is, what you can do and stuff, so there isn't much content in it. About the sword, the hero's hunter level isn't high enough to use swords, so you'll just have to wait for the next release. Heheh. :p

      And also, thanks for taking your time reading the manga. Never had enough time to work on it. T_T

      Though I'm very busy right now with work, I hope I can find time to work on the game and improve it. Thank you for your support! ;)

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  7. Download link dead again. T_T

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    1. Sorry I forgot to update the download link. Updated the new link. Enjoy! ;)

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  8. I just played and finished the whole game today.

    For a product that's created by only one person, I have to say that you did a (really) great job on Warrior's Quest. It's clear that you put a lot of thoughts into its gameplay core, which is already an admirable feat by itself. While some elements might be not appealing, your game has what it takes to attract people, me included.

    I'm well aware that real life issues could interfere anytime, but please consider those who have been expecting you to continue doing this until the finish line, wherever it is. Don't take it as I'm ordering you to say farewell to your real life though, just feel free to continue it once you have the time and necessary resources to do so. Up until today, I've seen a lot of people producing promising own-games such as yourself, though most, if not all, "bit the dust" early for several (personal) reasons. Hopefully, you can achieve what they couldn't. Even though it doesn't mean much, I hereby voice my support for your well-being.

    I'll be posting my inputs in regard to your game as soon as I can have my gear running.
    One thing though; would you mind to be criticized for both story and characterizations?

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    Replies
    1. Hey, thanks for playing! Don't worry, i am still working on this game, though very slowly.
      I don't mind if you criticize, i will take it so i can improve the game more and myself as well ;)

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  9. Alright, here you go: (please bear with me if everything I said has been mentioned before)

    1. http://sadpanda.us/images/1505186-Q17GM2X.jpg
    Choosing 9 AM or 12 PM in this case will return a "It's already past..." remark from the protagonist. It's okay as you seem aware of this, but then again, I believe it'd serve players better, especially newer ones, if you instead put options that are not earlier than the current time in-game.
    (e.g: At 9:00 AM -> Time-skip to: 11:00 AM, 1:00 PM, 3:00 PM)
    (e.g: At 9:10 AM -> Time-skip to: 12:00 PM, 2:00 PM, 4:00 PM)
    (e.g: At 4:00 PM -> Time-skip to: 6:00 PM, 8:00 PM, 10:00 PM)

    2. Just a little burp.
    http://sadpanda.us/images/1505184-G3V8TMP.jpg
    There was one more example of this minor mistake in the 3rd Heart Scene with Bec if I recall correctly.

    3. Honestly, I'm not and never a big fan of JRPG and its typical battle system. But still, I have to say that the fighting sequences in Warrior's Quest are especially punishing with:
    :: Constant miss/Enemy evades. There is just no guarantee that every or most attack I attempt won't miss its target as if the protagonist is holding a super squishy banana instead of an actual weapon.
    :: Enemies don't drop gold, making this chore feels less rewarding.
    :: Hardly a difference after levelling up.
    :: The requirement to see the boss of map (e.g King Skybeak) is not 'appealing'.
    If my memory serves me correctly, one of the guildsmen said that King of Skybeak targeted people who hunt Skybeaks. To that I assume "Maybe I should slaughter every Skybeak alive in this map to have a friendly tea-party with the King".
    However, I were wrong as the legit requirement was actually "kill all monsters", which is also the requirement for every boss/special mission.
    My suggestion is to set different requirements for different bosses. Surely, nobody alive digs repetitions.

    4. Gold/Money play vital role in the protagonist's life, just like in real life. Unfortunately, it's too realistic because the money-making processes here are nowhere near fun.
    Just like what I implied in the point above, repetitions are enemies. Players love it when things are not too easy to achieve as it grants them satisfaction in the end, but making things aggravating in respond to that is one different story.
    Perhaps trying to make it more rewarding would do good, if you catch my drift.

    5. Since the whole game reminds me of Harvest Moon: Back to Nature, which is a good thing, it's just natural to take one of its traits: Heart(s) in the dialogue bubbles.
    http://i289.photobucket.com/albums/ll207/Sandychan87/Harvest%20Moon%20BtN/FestivalDressElli.png
    -> Easier to identify the heroines
    -> Assuming you don't really pay attention to what the heroines say; you don't need to return home just to check on the level of her affection towards yourself.

    6. Recollection Album only provides CGs. If you don't mind me going 'my preference mode' here, I'd love to revisit the whole scene as well.

    That's all I can say for now.
    I will be posting additional inputs later.

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    1. Thanks for all the comments. Some of them I'll take into consideration since I want to make the game a lot better. But some of them are hard to implement. My plan is to finish the game first, then slowly work on tweaking and improving its features. For now, I'll be waiting for the next batch of inputs from you. ;)

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    2. 7. Any special reason regarding your font of choice? No offense intended, but MV Boli would be among the last fonts I'd consider for dialogues or anything along the line.
      http://sadpanda.us/images/1508503-WEYP59F.jpg
      Picture above is only one of many fine examples out there. Great interface doesn't always rely on styles, it's also important to think about what would be pleasing to eyes and what wouldn't.

      8. Minor nitpick:
      http://sadpanda.us/images/1508508-52YECPT.jpg
      The label for name and the dialogue seem to overlap. There is just no difference between name label and dialogue without the ":" and ¶.
      While we're using this screenshot as the example, I also need to point out that the ":" in "6:10 AM" would look better (and not misleading) if it was always blinking, just like in Harvest Moon.

      That ends the inputs for your game in technical side.
      I think I'm gonna hold my comments about either story or characterizations till the time you post a new version. It'd be wiser to see your development before pinpointing anything.

      Don't worry about not being able to follow all of my suggestions. Warrior's Quest is your game and I'm glad if I can help in its development, no matter how small it is. With that being said, I wish you good luck in both real life and game-making division. Godspeed.

      P.S: I would really love it if that suggestion about "revisiting the whole scenes" came into fruition.

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    3. 7. Non taken. I dunno, I thought the font would look great with the game. Maybe there's something wrong with my eyes... T_T

      8. The dialogue thing, I don't know how I should respond. From my point of view I think it looks okay. Who knows, maybe I'll get opinions from other players first before I do some changes. For the time, blinking ":" sign will add more headaches for eventing. ~_~"

      I think if you wait for the next release, you'll be waiting for a very long time. Tell me what you think about the game story-wise and the characterization, the sooner I get the input the better, right? ;)

      And thanks for all the feed backs. For the revisiting the scenes, I will be implementing it in the next release, don't worry. ;)

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    4. Sorry for the long reply, real life got the best over me for quite awhile. There are still some points that I forgot to mention in my previous posts:

      9. The interaction between chickens and character's sprite. If I had to choose between milking cows and conquering chicken's eggs, I would go with the former. Not because the latter is difficult, it's just simply aggravating to see your character gets surrounded by an army of chickens from 3 different sides, again and again. Going by Harvest Moon's system again, I suppose it would be better if there were no 'collision' between character's sprite and chickens'.

      10. This point is more like a question and relates to my opinion about the upcoming plot; which would you prioritize for the later, battle system of life simulation? Judging from what the goddess said, it's safe to assume that the actual antagonist will force the game to take a turn towards battle system. But having the life simulation as a squeezed side-dish will probably cost the game's identity.

      Assuming you already have the plan for it, I'd like to know your thought regarding this matter. While the game is still in its development stage, as in lesser than build 0.5, it is still not too late the decide the game's real identity.
      -- xXx

      For the plot, I prefer to remain abstain for now due to the lack of structure to even formulate one fine paragraph. As implied before, the primary plot is yet to be opened, at least for me that is.

      For the characters however, I have some suggestions that you might want to think about.

      1. There is barely any difference between each heroines aside from looks.
      => Bianca: I think she's far too sweet to be a girl who stands above most people. It's not impossible to have likable (comically) arrogant character, if you catch my drift.

      => Lisa: Too soft-spoken for a hunter with tough exterior. It's nice to have out-of-character moments, but too often is not preferable.

      => Ryoko: As someone who is actually a foreigner, she doesn't look shy enough. Overly-polite and determined dojikko might be good for her.

      => Bec: ... Honestly, I couldn't grasp her character aside from just 'milk'.

      => Marion: Now this is a fine woman indeed. Her character is definitely visible as the older-sister figure.

      2. Do you have any additional plans for Allie and Julia? It's a shame, but as far as I can see, it's just too easy to forget them.
      Allie --> "Oh, that maid"
      Julia --> "Oh, that prostitute"
      Even non-heroines still deserve more than just one spotlight in my opinion.

      Well, that's as much as I can squeeze out of my central processing unit for now. There might be more later though.
      Glad to know that you are doing well.

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    6. Sorry for the triple posts, my connection doesn't like midnight browsing.

      I wanted to post this:
      "Well, "out-of-character" sounds like a poor word of choice to describe what I really feel about Lisa, so we can just scratch that point entirely.

      Short story short, I think she just needs to act more tomboy-ish (primarily) while retaining her feminine (secondarily) side."

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    7. 9. Yeah, I'll definitely work on that. Many complained on how the chickens were making it impossible to move around freely.

      10. There is a storyline for the game, it's just hard to show it in a short demo. Don't worry, the main focus on the game is more towards Harvest Moon, about picking up girls and stuff, the battle part is just on the side.

      For the girls, I'm still working on their characters to make each and every one of them stand out. I hope to make each of them memorable as much as possible, but I'm not the creative type, so forgive me if it doesn't work out. Right now I'm still working on the story behind of each of them.

      And there's gonna be more scenes involving Julia and Allie, so they won't be forgotten by players. Not to forget that I'll be adding more girls in the game as well. ;)

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  10. Replies
    1. Sorry for the late reply. Just install the font MV Boli from the "Font" folder in the game directory and you're good to go. ;)

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  11. The link for the demo is dead, you might want to reupload that. Just so you know, plenty of us are still looking forward towards this game's progress. Thank you.

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