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kalpasoft · 2 days
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Some screenshots from the new They Speak: Zenith demo update that will be releasing on Itch
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fragmentofmemories · 2 days
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Ok Now I'm playing AE.
So here's some rambling notes:
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(1st: PSP, 2nd: AE)
-As was shown before, pretty much the whole thing got retranslated from scratch. Comparing both the PSP and AE scripts, you can definitely tell the first translation amped up some of the NPCs' traits. Though that's not to say the writing itself was originally all that serious - it's still as lighthearted in AE.
Granted, I'm more curious about CoH2's retranslation, given the original's "reputation".
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(1st: PSP, 2nd: AE)
-Joule (or Joru)'s portrait is different in AE. I... don't actually know the reason why, but it's a change nonetheless. I'm actually curious as to whether other NPCs have different portraits or not.
-This video was to showcase the Automove feature but there's basically a ton to unpack here. Ahem.
The Automove feature, obviously. You can set out a route for you to automatically take. When I saw a screenshot of it, I was afraid it'd be something broken or unethical to the game design *cough* like floor jumping *cough* . Thankfully, it really is just "walk to X place but automatically", meaning you can't just avoid the dungeon crawling with it.
Music! ...Kinda. You can now customize the whole soundtrack, as in being able to choose which songs play where. The theme you're listening to in the video was actually an unused track from the PSP version, but you can choose any other song as the "Dungeon" theme. This includes tracks from the rest of the series!
Minimap! Rather than just opening the full map, casting the Sight (now Mapor) spell or having an upgraded item lets you see a handy minimap on the corner of the screen. Anti-Magic Zones do disable it, though. Meaning the same rules as the PSP version apply (buy maps).
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-(can't post more than one video per post but trust me,) AE is fast. Animations and Menus alike are sped up tenfold, and you can autobattle now. As a result, both the combat and dungeon crawling experience has become much more smoother than in the PSP version.
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-New settings, as mentioned before. Besides choosing the soundtrack, you can also disable ambient noises that play every once in a while. Gameplay-wise there's also an Easy mode too, which increases damage dealt by 20%, and also your defense/accuracy/evasion is slightly raised too...
In general this is definitely the better version of CoH1. It and the CoH2 remaster are both really cheap too. For now, I'm going to keep playing to see the other new stuff they added in AE...
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moonlightfaust · 1 month
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BUSIN ∅ ウィザードリィオルタナティブネオ BUSIN ∅: Wizardry Alternative NEO (PS2, 2003)
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kasumikoujou · 6 months
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nyasden · 7 months
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headpats..............
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slugdragoon · 23 days
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Devlog #0
My dungeon crawler game is in the extremely early prototyping stages (like no art at all, just placeholders, the battle system is nothing so far). I didn't think I'd show it or make this blog anything other than my thoughts about RPGs for a long time. But, I've been really liking Tumblr and seeing what other people have been making, so I'm just getting that feeling.
I've really only prototyped basic movement mechanics, and am working on implementing the battle system, but I think next steps are including at least some basic concrete enemy types, party stats, and attacks to build it out. I don't see myself replacing the art until the game is quite playable, the faster I can iterate and delay committing to a specific look, the better. That's why I've been thinking so much about character.enemy/unit classes in RPGs.
What I've done so far that I can be a bit proud of:
Movement in a basic tile-based dungeon (maybe the way I did it was suboptimal, but it isn't how you often see movement tutorials for these game engines, the player controller has to have collision boxes in adjacent tiles as "feelers" for walls, to disallow some moves). You can strafe like in Etrian Odyssey or SMT: Strange Journey, so your movement direction isn't the same as your looking direction. There is also a feeler on the bottom to see if you should be falling after moving.
I have working stairs. The stairs have collision boxes at the bottom and top to decide whether you're going up or down, and the player also can mount stairs smoothly from the side, but falls off if doing the reverse. Honestly making this work was surprisingly difficult without having the camera clip through the stairs, more though went into these movements than expected.
I have a working door/teleporter to take you to other rooms in the dungeon.
A random encounter system. It can pull up different groups of enemies based on the areas encounter table, and ends the battle and returns you when all are down. There's an arrow to select your target. All enemies die in 1 hit right now. You can run away too.
It might be a while until my real Devlog #1, as I think this one was a bit early, but I finally felt I should keep a record of this early stage for later.
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ashperiences · 3 months
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Exploring, is it good? is it bad? Will it take you nearly two decades and 2 re-releases to actually finish this even though you were really into it every time?
Loved this little bundle of horrors, was going oooh at every new floor gimmick almost the whole way.
Getting myself a steamdeck drew me instantly back into the Labyrinth scribbling on the screen and running from enraged deer. There's a really gripping purity to this one that I don't think the later ones have matched, the amount that it allows its own quietness to hold it up is really admirable I think.
The arts evocative, the town does just enough to feel like a place and the obsessive explorer mentality is fed just enough little worldly connections to feel like you're part of some real process. Even little annoying things like forgetting an ariadne thread or switching your landsknecht between her axe and sword for different scenarios just feel like a connection to all the small maintenance and moments and expertise of taking on a profession.
Great and simple example of mechanics telling stories, illustrated perfectly in realising how you remember those desperate mad at yourself struggles back to the surface more than you ever would the successful instant teleport escapes.
All the room you have to get pulled into imagining your little guys internality or lose yourself in the flow of explore, discover, become stronger, push further mindset of it all pays off wonderfully towards the end too.
For all the simplicity on the face of this thing - just a dungeon crawler, just a few npcs to run into occasionally, a world of menus and dungeon tiles, kill monsters get stronger kill more monsters etc. I don't know that I've ever had a game make me so hesitant to accept a mission that I just left the menu and spent ages just wandering around trying to will an alternate path into existence or otherwise just avoid going back and acknowledging what I have to do to continue.
The way it takes your joyful explorer conditioned brain and your attachment to your imaginary friends and stamps on it is so sick. To progress you have to do something horrible, you're free to not accept the mission of course but once you do your image of all this becomes so immediately warped. It's honestly incredible because despite how jarring it is you can't say it isn't a logical progression.
The game takes the logic of killing as a profession and the drive to push on no matter your obstacles in the name of discovery and mastery and makes you confront the banality of actual cruelty that just stems from going with the flow, focusing on nothing but your own goals or just following orders.
The shock of it hits really well, the desire to reject it melting gradually into beleaguered acceptance that your party isn't who you thought they were, the knowledge that you are going ahead with this because you just need to know what lies beyond it, that your mindset as a player aligns with the force driving the adventurer (much as in real life) to atrocity lest they have to stop being who they are.
The game honestly barely lingers on it, to the men handing out these orders and their society this is another non-event, yet another successful expedition and victorious fighters. Its that coldness and suddenness that makes it work so well, the games not going to confront you with a moral question or judge you, mechanically it'll celebrate you even, but it knows that and it knows what it's asking you to do. Just like with your imagined characters the world of the game is willing to let you process and explain your own journey.
Hauntingly coldly present, left unjustified and uncommented on you are left only with dealing with the jarring disconnect between the fun low stakes heroism and the choice to quit or confront what a soldier for hire and a mastery of violence is ultimately for. Its one of my favourite little moments in video games and I think the people who quit the game cus they can't bear to go on with it are a real proof of its ability to tug on the players imagination. It's something that almost forces you to role play, every player reaction fits in as a part of the story. It never needs to harp on about big choices or morality, it doesn't need you to be important, it's your lack of freedom and the world's lack of interest in your dilemma that make it land.
It's evil as just another job to do going with the flow of the role you've found instead of evil as big decisions and uncomplicatedly powerful people's good or bad intentions.
While the game doesn't make much direct commentary, content to communicate without words, what it does go on to tell you is that your actions ultimately bring about the slow end of your own people too, dragons dogma ending style stuff about wrenching all the content out of a game leaving you in a lifeless world presented a little more economically.
I guess the true success of this one is that it left me just thinking about all the ways my party would've fallen apart, drifted into other things, ended up damaged people and etc. left as I was in the gap made in a world that allowed us to follow strength to its conclusion and never punished us with anything but our own quiet guilt.
Left to imagine those funny kids conditioned into killers and how everyone just gets away with it, how easily horror can be rendered down to just banal acceptance and how simple it is to push someone forward by offering something as a matter of course not to be thought about. Accept. Decline.
I love it, fuck that ice dragon also.
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satoshi-mochida · 27 days
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Class of Heroes 1 & 2: Complete Edition launches April 26
From Gematsu
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Dungeon RPGs Class of Heroes: Anniversary Edition and Class of Heroes 2G: Remaster Edition will launch digitally for PlayStation 5, Switch, and PC via Steam on April 26 worldwide, developer ACQUIRE announced.
In North America and Europe, both titles will also be available as the physical Class of Heroes 1 & 2: Complete Edition bundle for PlayStation 5 and Switch. Pre-orders are available now at Amazon, Play-Asia, and other retailers.
In Japan, each title will cost 2,980 yen. The Switch version of Class of Heroes: Anniversary Edition is also already available. (It launched on April 26, 2018 in Japan.)
Class of Heroes: Anniversary Edition(Steam)
About
The hit JRPG dungeon crawler returns, remastered! As a first year student at Particus Academy, you must study hard and train even harder. Build up a cohort of students, educate them in the art of evasion and train them in the fundamentals of combat. Select the right harmony of classes, skills, and courses for your students, to give them the perfect edge over the challenging dungeons. Preparation is key, with hordes of enemies awaiting you around every corner, you can’t take them all! A true hero knows when to fight and when to flee!
Key Features
Student Specialization – Choose the name, gender, class, alignment and course for your students. Allocate points against various capabilities to decide the strengths of your vanguard and rearguard.
Let’s Not Fight – Affinity amongst students is crucial for a team that works well together, especially in sticky situations. Pay attention to different class-alignment affinities, to ensure your party gets the boost it needs.
Monsters, Monsters, Monsters – Strong, weak, and hidden monsters lurk around every turn of the dungeons. Tailor your team’s attacks to deal with theirs and be sure to run away when you’re unprepared!
Dicey Dangerous Dungeons – With more than 75 dungeons that change every time you enter, you’ll never get bored of getting lost! From different terrains to different buildings, fill out your map and track it in your special yearbook.
Resource Management – Broken sword? Shiny coin? From priceless treasures to worthless trash; manage your dungeon haul, sell for some sweet coin or save for another adventure.
Get Crafting – From power stones to war hammers, the vast number of recipes alongside the flexible alchemy system allows you to transform items found in the labyrinths, or customize your current weapons attributes.
Class of Heroes 2G: Remastered Edition(Steam)
About
A call for brave adventurers awaits at the doors of Crostini Academy. Prepare yourself for a remastered classic dungeon crawler, full of exploration, combat, and endless opportunities. Take advantage of the classes and quests available to build the ultimate, hardy cohort of students! Build your perfect roster and handpick out your ideal party of 6 students to storm the labyrinths. Mix and match from 10 races and 18 classes, each with their own unique skill sets. Crawl through over 100 labyrinth maps facing over 250 potential enemies. Don’t forget to collect artefacts, explore inter-dimensional travel and conquer adversity. You determine the standard you thrive at, take note of recipes for weapons, potions, and any upgrades necessary. Within this year, groups of excited students will walk through the doors of Crostini Academy to learn the tools of the trade and leave as the next Class of Heroes! Do you have what It takes?
Key Features
Over 250 Enemies – Enemies hunt your every forward and backward step within the dungeons. From clusters of small enemies, to terrifying beasts, there is only one way to defeat them all.
Over 100 Dungeon Maps – The twisting, maze-like paths that form the labyrinth are never quite the same, with different terrains and environments for your students to learn to conquer, experience builds true heroes.
Over 90 Equippable Items – The best battlers are those prepared. With plenty of choice for weaponry, armor, and ability-granting accessories, you’re never alone with protection at your side.
Three Different Schools – This time there’s different schools to visit and each school has its own host of interesting characters, and even more interesting courses which your students can take!
Countless Combinations – With 10 different classes, 18 different courses, 3 different alignments, the possibilities for creating the perfect cast of students is seemingly endless.
Over 200 Alchemy Recipes – Collect recipes and get crafting! The items you find in the labyrinths can help you weather different storms.
Watch a new trailer below.
Release Date Trailer
youtube
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lilycutesmith · 1 year
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more of this dungeon crawling nonsense.
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kamatha · 8 months
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Usalia's Card Game
Drew this for someone who really likes the bunny girl~ Mei is a fantastic artist so I figured I'd challenge myself with the perspective and new outfits. Needed to swap between Krita and Medibang to get this one done
The timelapse was so tedious to edit, Krita kept redoing the order of the screenshots every time I started a new session and left me to sort through every frame
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drpg-global-archive · 11 months
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Hi all! Apologies for the inactivity, I've been rather busy... but I've been working with the lovely Djinn of the (formerly) official DRPG Discord server to get some archives completed. Currently all the Boltrend-translated events are available to read, and a good number of Djinn's (far better) translations are also available.
I'll get everything properly linked on the navigation page when I have the time, but for now, please enjoy!
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kalpasoft · 3 months
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The demo for They Speak: Zenith is out NOW!
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moonlightfaust · 16 days
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バロック 〜歪んだ妄想〜 Baroque: Distorted Delusions (PS1, 1999)
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kasumikoujou · 8 months
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apples-of-apples · 2 months
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Does anyone have an opinion about Undernauts: Labyrinth of yomi? It’s on sale rn and I think I might like it, but I don’t have many thoughts to go off online
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justhobbiesnthings · 1 year
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Video of Awakening a character from Disgaea RPG global version. Need to get video of all Mao lab features.
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