This is my favourite TD game and the prospect of a PS4 port for either 1 or 2 has me crazy excited
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# ? Nov 5, 2014 19:36 |
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# ? May 1, 2024 05:23 |
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The class silhouettes for DQ2 have been posted. And there's... a lot of them. DQ1 only had 7 total, including Azra. Anyone care to guess what each class represented is? There's also a short podcast that talks a lot about the design / storytelling of DQ1 that's fairly informative, as well as where the inspiration of The Pit came from as a setting. http://www.thekingdomsofevil.com/?p=4568
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# ? Jan 16, 2015 03:30 |
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That's a loving guy manning a gatling gun in L, isn't it. This should make things more interesting if you do an 'only unique characters' playthrough.
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# ? Jan 16, 2015 03:58 |
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Justin_Brett posted:That's a loving guy manning a gatling gun in L, isn't it. Well, I'm excited!
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# ? Jan 16, 2015 04:16 |
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Justin_Brett posted:This should make things more interesting if you do an 'only unique characters' playthrough. That's probably going to be the only playthrough, every character is unique. There are no generics like DQ1, so the option of making a ton of archers is gone. It will be nice trying to figure out which characters work well together. Edit: Also F has a trumpet it looks like. Jesto fucked around with this message at 06:28 on Jan 16, 2015 |
# ? Jan 16, 2015 05:32 |
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Oh neat. The first game was a lot more interesting if you only used the actual characters.
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# ? Jan 16, 2015 07:54 |
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Justin_Brett posted:That's a loving guy manning a gatling gun in L, isn't it. J has a crossbow. E and M look like they might be mages of some sort.
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# ? Jan 16, 2015 16:13 |
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Jesto posted:The class silhouettes for DQ2 have been posted. And there's... a lot of them. You're remaking Dragon Quest? ... wait, no. Never mind, wrong abbreviation. I ended up pre-ordering, but did figure I'd be happiest w/o early access.
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# ? Jan 16, 2015 16:32 |
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Im just going to go ahead and assume that A is King DeDeDe and therefore this game will be amazing. e: forgot about the turtle tank, this game is lame.
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# ? Jan 16, 2015 20:22 |
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H is a giant Elvis head, so that'll be neat.
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# ? Jan 16, 2015 20:35 |
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Part 2 of the LevelUpLabs interview with the developer and writer. http://www.thekingdomsofevil.com/?p=4574 It's really informative, mostly about how to write for videogames in a capacity beyond what you see in most first time professional projects. A lot of developers for games on flash hubs don't really put any investment into the story because they know people are only there for the mechanics, but with Defender's Quest the huge investment of story didn't take away from the mechanics, nor did the intricate mechanics take away from the story. They were both designed together hand in hand every step of the way and as a result the final product turned out wonderful. I remember Epic Battle Fantasy and Evoland for their mechanics, but nothing about their story because the story is just an afterthought slapped together for giggles and references. I remember Penny Arcade Adventures 1-4, but only for their story because mechanically they were rather dry -- especially since PAA was mechanically a step down from Zeboyd's previous work, Cthulhu Saves The World, in so many ways. I wonder why it's such a hard balance to hit? They also talk a fair amount (spoilers) about the world of Defender's Quest 2 and what's making it so intricate. All the different factions available, the world, their culture and society and how they all differ drastically from the typical fantasy writing which is 'Traditional American Values, But With Elves And Dwarves And poo poo'. My words, not theirs. I do worry that, with the scope of the characters and cultures in DQ2, a lot will wind up on the cutting room floor for the sake of brevity and the average gamer's disinterest for story, buuut they're adding a story update for DQ1 so hopefully I'm wrong? vv Anyone else have thoughts on that interview? At 45 minutes it's a bit of a time investment, but well worth it.
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# ? Jan 26, 2015 13:51 |
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Wow this thread just keeps on truckin', doesn't it? Big update today: http://www.fortressofdoors.com/defenders-quest-2-weaselmancer-and-archer/
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# ? Mar 26, 2015 03:30 |
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Info Dump Incoming - The following post contains no more information than you would find in old game booklets. But if you want to go in completely fresh, read no further. http://www.fortressofdoors.com/defenders-quest-2-weaselmancer-and-archer/ quote:Last week we posted about DQ1HD and DQ2's milestone plan. Today let's supplement that with a sneak peek at some characters for Defender's Quest 2. I thought Javir was going to be his own dude. Interesting. I wonder if he'll get his own skills and equipment, even if he is just on permanent Turtle Tank duty? Azra had her own spells and spellbooks, I mean. It'll be interesting to see how all of these characters can be developed, given that the cast is double the size of the DQ1 cast. And even then, Wrenna and Niru sometimes got overlooked. Edit And while I'm rehosting the images, formatting and commenting on the update, it gets posted in this thread by the dev. Whoops. Jesto fucked around with this message at 03:49 on Mar 26, 2015 |
# ? Mar 26, 2015 03:36 |
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SOLD I pre ordered this thing a long time ago
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# ? Mar 26, 2015 06:40 |
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dude i love these animations
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# ? Mar 26, 2015 06:51 |
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quote:I thought Javir was going to be his own dude. Interesting. I wonder if he'll get his own skills and equipment, even if he is just on permanent Turtle Tank duty? Azra had her own spells and spellbooks, I mean. We're still working out the final details on that, but the broad strokes are: - In battle, Bitey and Javir function as a single unit - In your party, they are technically separate character entries, with Javir having basically all the important stats (since we didn't want to complicate things too much for the player to manage) - Bitey can have different weapons/artillery/modules loaded into various slots prior to a battle -- like if Azra could equip up to 6 books that determined which spells she had in battle. - We're toying with the idea of certain story-based NPC's "riding along" as co-pilots that will give some passive buff or something. So basically you don't have to worry about micro-managing the Javir+Bitey combination. Basically the stats go on Javir and the equipment goes on Bitey. We might just show them in the party as Bitey+Javir in their own box together.
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# ? Mar 26, 2015 16:17 |
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I loved the hell out of the first game, but after an hour of playing it would cause my system (i7/16g ram, 7900 series card) to poo poo itself. I'm going to assume the second game isn't uh ... how to put it ... coded like poo poo? Also, when is it going on steam?
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# ? Mar 26, 2015 16:54 |
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larsiusprime posted:- We're toying with the idea of certain story-based NPC's "riding along" as co-pilots that will give some passive buff or something. That sounds neat. Suikoden 3 and 4 both had characters you could put in the Support role as I remember, who didn't actively appear in battle but did do some unique effect for the party. So I approve. Catpants McStabby posted:I loved the hell out of the first game, but after an hour of playing it would cause my system (i7/16g ram, 7900 series card) to poo poo itself. I'm going to assume the second game isn't uh ... how to put it ... coded like poo poo? I assume your rig doesn't play well with Flash or Adobe AIR, for whatever reason? How does the original Binding of Isaac run on your system after an hour, if you own it on Steam?
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# ? Mar 26, 2015 17:00 |
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Jesto posted:I assume your rig doesn't play well with Flash or Adobe AIR, for whatever reason? How does the original Binding of Isaac run on your system after an hour, if you own it on Steam? I've heard Isaac is really good, but haven't gotten it yet. Should I grab it? Also, if it's the same engine as DQ then yea no. (6 hours of Bf4, Farcry 4, diablo 3 are all ok. So I'm guessing Adobe sucks then?)
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# ? Mar 26, 2015 17:18 |
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Just get the Binding of Issac Rebirth instead. It's not on Flash. Also I recall someone mentioning that Defender's Quest 1 was getting an HD remake?
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# ? Mar 26, 2015 17:20 |
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The original game used Adobe AIR, which no matter how well it was coded would just run like crap. And yes, we're working on an HD remake. We've switched to using Haxe this time around, which lets us compile our game out to native C++. So no more filthy virtual machines! So I can run the latest builds in 1080p for me without any major problems, though I need to do more profiling before I can make any hard promises about performance. Here's two quick sloppy benchmarks for the new Haxe engine: DQ1HD - 1080p fullscreen Graphics mode: New HD fancy stuff Title screen: 8-12 % CPU / 800MB Battle (paused): 20-25% CPU / 844MB DQ1HD - 800x600 windowed Graphics mode: Use original pixely sprite art Title screen: 7-12% CPU / 80MB Battle (paused): 18-22% CPU / 122MB ------------- And here's the original AIR game: DQ1 (original) - 800x600 windowed Title screen: 20-25% / 432MB Battle (paused): 25-35% / 665MB So when you match the graphics settings, the new engine performs massively better, especially in terms of memory use! There's also the fact that the original probably had memory leaks we could never bust, so it wasn't uncommon to see it sneaking well past 1GB of ram usage over time. larsiusprime fucked around with this message at 17:29 on Mar 26, 2015 |
# ? Mar 26, 2015 17:27 |
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larsiusprime posted:There's also the fact that the original probably had memory leaks we could never bust, so it wasn't uncommon to see it sneaking well past 1GB of ram usage over time. I'm 99% sure there's some strange memory leak or bug that's hidden inside of placing units, or clicking existing units. Maybe just from having the unit placement menu visible, I dunno. Because I can have all my dudes placed and the game will run a little on the slow side, even on x4 speed, but the instant I click one of them and hit Recall the game speeds up stupidly fast. No lag whatsoever. I wish the game could run like that all the time, since it makes Hero Mode agonizing to have to choose between playing at a slow speed or being one unit down. And having to place / recall Bakal any time I want to click on a unit to boost it.
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# ? Mar 26, 2015 17:34 |
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Weird question: Do you know how many people have earned the Unobtanium Skull for collecting steam cards?
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# ? Mar 27, 2015 06:42 |
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Dr. Arbitrary posted:Weird question: Isn't that the foil badge? Edit: I misread the question. I actually have it. Malek fucked around with this message at 15:33 on Mar 27, 2015 |
# ? Mar 27, 2015 15:10 |
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Malek posted:Isn't that the foil badge? Yep!
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# ? Mar 27, 2015 15:31 |
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Hitlers Gay Secret posted:Just get the Binding of Issac Rebirth instead. It's not on Flash. well, poo poo. I'll rebuy the hd then, just because it's awesome ... uh, i CAN xfer my progress over right?
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# ? Mar 28, 2015 05:35 |
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Catpants McStabby posted:well, poo poo. I'll rebuy the hd then, just because it's awesome ... uh, i CAN xfer my progress over right? Nope, it's more than just an HD version, it's pretty much a complete remake with different characters, types of levels, items, etc.
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# ? Mar 28, 2015 20:27 |
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IIRC, they did say that they will be giving the HD version for free to previous buyers. EDIT: Whoops I misread. I'm talking about DQ1. Mokinokaro fucked around with this message at 22:53 on Mar 28, 2015 |
# ? Mar 28, 2015 22:12 |
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Mokinokaro posted:IIRC, they did say that they will be giving the HD version for free to previous buyers. Who is they? The Binding of Isaac guys or Defender's Quest?
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# ? Mar 28, 2015 22:34 |
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Heya Don't know what Edmund McMillen's plans are, but as for us: DQ1HD is going to be an in-place upgrade to the existing DQ1. Whether you have it on steam or gog or from us or whatever, you log in one day and now it's the new version. Save files should be 100% compatible and transfer over painlessly. (Legacy version will still be available optionally)
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# ? Mar 30, 2015 15:29 |
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Well that sounds wonderful. I'm mostly looking forward to these teased story additions than any amount of graphical polish, though. DQ could be in ASCII and I'd probably be cool with it. You know, there's rare few mods for DQ. Someone should probably get to work on an ASCII mod. Hrm. Oh, while you're here Lars, it looks like the Kongregate demo keeps spamming people to the EULA page?
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# ? Mar 30, 2015 18:03 |
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larsiusprime posted:Heya Don't know what Edmund McMillen's plans are, but as for us: I love you, and will continue to buy your poo poo just because you're awesome. ETA?
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# ? Mar 31, 2015 16:19 |
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quote:
It's nice to see all that HaxeFlixel stuff is finally paying off. I wonder how well a TDRPG will play on a console with a controller? With handhelds it makes sense, you tap on a large grid. I'll be interested to see it works. Though I do remember something about testing DQ1 with Steam's new controller thing a while back. Maybe it already works pretty smoothly?
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# ? May 28, 2015 01:22 |
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Are you porting Haxeflixel yourselves? How difficult was it? I work in Haxepunk and it'd be nice to know PS4/Wii U are relatively easy options.
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# ? May 28, 2015 06:19 |
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Count Uvula posted:Are you porting Haxeflixel yourselves? How difficult was it? I work in Haxepunk and it'd be nice to know PS4/Wii U are relatively easy options. http://www.fortressofdoors.com/openfl-for-home-game-consoles/ You might wanna fill out the form at the bottom of this article. WiiU, 3DS, PSVita, XBox One, PS3, PS4... wow. Can they get DQ1 and DQ2 to all those systems easily, I wonder.
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# ? Jun 6, 2015 06:10 |
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Count Uvula posted:Are you porting Haxeflixel yourselves? How difficult was it? I work in Haxepunk and it'd be nice to know PS4/Wii U are relatively easy options. Not exactly. HaxeFlixel's code is staying the same. What we're doing is adding a *new target backend* for Lime/OpenFL themselves, which HaxeFlixel (and Haxepunk) are built upon. So I was actually going to try to get a Haxepunk demo ready for the conference but didn't have time. So no changes should need to really be made at the HaxeFlixel/HaxePunk level -- well, obviously one would want to take advantage of specific features of the console, and definitely test it on hardware, but basically a FlxSprite is a FlxSprite, etc, the backend handles the rest.
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# ? Jun 8, 2015 04:43 |
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A new screenshot of the HD remake in action, in 1080p. It looks fun, even without the UI. Maybe you could recreate my favorite image in 1080p, Lars? It might look neat smartphone wallpaper sized. I think I took this on the Giant Hand level. And the massive options menu gets even bigger. https://pbs.twimg.com/tweet_video/CIOwNYWWwAERmkm.mp4 Jesto fucked around with this message at 06:03 on Jun 24, 2015 |
# ? Jun 15, 2015 18:26 |
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The first big story teaser has been released, though the writer is currently heavily medicated. Keep that in mind when reading the update. Defender's Quest II: The City of Ennekar - http://www.fortressofdoors.com/defenders-quest-2-the-city-of-ennekar/ There's a new music track from Kevin Penkin, plenty of new artwork of the various story characters in the game and more story than you could know what to do with. I wonder how they'll manage to fit all this backstory and lore into the game, unless the way cutscenes work is different from Defender's Quest? No more people chatting at each other, but actual book-like text. An interesting detail caught my eye. quote:The desperate struggle to keep up population means that men are largely used as the "expendable gender" – mining, building, and doing all the other things that lead to an average life expectancy of 35. This "protect the baby makers" mentality meant that women and men began developing radically different social roles, with women (who lived on average twice or more a man's expected lifespan) taking over all of the social duties that are best done by people who aren't dropping like flies, such as planning, ruling, directing strategy, etc. The gender roles quickly became strong burly men punching monsters in the face, and elegant intelligent women running the government, etc. Women are trained by birth to do things only educated people can do while male miners are largely illiterate, (because time spent learning these things could be better spent fighting and building and growing ridiculous mustaches.) Very interesting premise for a society surviving when the world goes to hell. I forsee a vocal minority being unhappy about men being an "expendable gender" and women being "baby-makers", though, no matter how much it makes sense within the context of the setting. Hopefully I'm wrong.
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# ? Jul 21, 2015 13:56 |
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Yeah, the new setting is super cool, and big story teasers like this get me super pumped for this game all over again! I don't think there's anything for SJWs to get too worked up over here, considering the extraordinary circumstances, but I suspect that doesn't at all matter to some...
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# ? Jul 27, 2015 14:47 |
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# ? May 1, 2024 05:23 |
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Hey everybody! Just poking my head in here again I should have another DQ 2 post ready relatively soon (got a lot of cool new art & story material to go over), but to tide you guys over in the meantime, I have a big post about the upcoming DQ1 HD upgrade, with tons of screenshots. Also, at the risk of coming off like an arrogant rear end, I use the recent FFV HD remake as an example of what not to do: http://www.fortressofdoors.com/doing-an-hd-remake-the-right-way/
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# ? Sep 28, 2015 17:56 |