MAY TAKE A MOMENT FOR THE GAME TO LOAD

Doceana Quest ZERO is a strategy RPG similar to the older Fire Emblem titles, designed to be a demo of my SRPG engine in PyGame. As it lacks a save feature, it is only 5 maps long (about 20 minutes to complete), but each map introduces a new mechanic of the engine. The in-game story is rather simple and characters don't speak, so brief character bios can be found below. Possible future updates to DQ0 include clearer battle animations, more sound effects, actual dialogue, and a downloadable version that allows for save data (however these may be saved for a larger strategy game).

CHARACTERS:

  • Yune - Princess of Safn, she sets off with her two retainers Marie and Vio to protect her nation from bandit attacks. Her weapon of choice is the naginata, however she later gains the legendary weapon Mizunagi.
  • Marie - Retainer to Princess Yune, she fights as her lady's "Shield", hitting hard but slow. Her weapon of choice is the axe.
  • Vio - Retainer to Princess Yune, she fights as her lady's "Sword", fighting with elegance and grace. Her weapon of choice is the rapier.
  • Rin - Her village's best hunter, she joins Princess Yune to defeat the bandits terrorising her home. Her weapon of choice is the bow.
  • Nyre - Childhood friend of Rin, she trained on horseback to keep up with her partner's arrows. Her weapon of choice is the lance.
  • Dawn - Mercenary specialised in magic, she joined Princess Yune because bandits are bad for business. Her weapon of choice is the fire tome.
  • Dusk - Mercenary that fights alongside Dawn, she is the one that came up with new names for the two of them. Her weapon of choice is the greatsword.
  • Pandy - Arcmage of the Azure Archipelago, she sent a letter to Princess Yune informing her of the bandit invasion. Her weapon of choice is the thunder tome.

ASSETS USED:

Comments

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Well done! This took some serious programming.

It's really cool to see how this has developed from some of your earlier work! I can immediately see some of the things I commented on IFDX are already implemented here, like impassable terrain and mouse over movement highlighting.

I am running into the same mouse usability issue.

I felt like I was having a harder time tracking combat here than in IFDX?

No menu/pause/abort/options menu. Not that there's anything really needed? But I felt stranded in the game when the bad mouseclick caused me to go into game instead of into the tutorial.

I got 0 story when I was playing. I don't know if I was just impatient or if the timing was off, but I always seemed to click at exactly the second that it popped up.

Some in-game UI for RPS combat would be awesome.

I'd love to crib from your work if you have this up on github, but I totally understand if you don't!

I'm not sure why you're running into the mouse issues with both games, I'm sure it worked before. But ah well :(

As for tracking combat being harder, I imagine it's just because there are more stats impacting combat this time but I didn't implement a proper pre-battle overview for how it plays out, so I'll try to add that if I make another game like this.

The story goes away when you click so probably is just poor luck that you clicked away just at the wrong time, I'll try adding a delay next time. Luckily though, the story of this game is very minimal to begin with :)

Sadly I don't use github, but I don't expect my code would be much help (it is very messy and uncommented)