I’ll put out a newsletter post about this soon, but basically Defender’s Quest DX is getting really close to release. Sorry I haven’t checked in on the forums much, I’ve been trying to keep my head down and just get work done.
Some of this will be redundant to regulars, but I anticipate this will reach a slightly wider audience including some forum newbies.
Aaaaanyways, here’s what’s happening:
Defender’s Quest DX will ship in early/mid June
- (probably)
- for PC/Mac/Linux (console release later, but soon-ish!)
- (review codes / trailer / presskit / review embargo) package is tentatively scheduled for
Monday May 30Tuesday May 31 - we’re planning on 2 trailers, one for people familiar with DQ and one aimed at new players
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So here’s a big splat of housekeeping details:
New Title
Defender’s Quest HD’s official title will now be:
- Long form: Defender’s Quest: Valley of the Forgotten DX
- Short form: Defender’s Quest DX
- Initials: DQDX, or alternatively just DQI (roman numeral).
Opinion was pretty split on whether to go with DQHD or DQDX. We picked DX. It’s not perfect but it’s already in some of our official materials with 3rd parties so there’s no going back now.
And yes, we’re still working hard on Defender’s Quest II. As I like to reiterate, DQDX is literally the Defender’s Quest II Engine. One major part of the battle of making a game is engine work, the other part is content creation. Basically the idea was rather than make everyone wait until Engine + Content was done, we would just release something as soon as the engine was battle-ready. That game is DQDX, free to everyone who owns the original game.
Launch Features
- Steam/GOG integration (achievements)
- cloud saves / workshop might have to be patched in post launch
- Will attempt simultaneous launch on all current stores
- Steam
- GOG
- Humble
- playism/h2
- adding: Itch.io
- deleting: gamersgate
- working things out with H2 Interactive / Playism
Localizations
We added a lot of new text to the game for DQHD, some of it was just things interespersed here and there, but a lot of it was in Azra’s Journal. We took the old journal and moved it from New Game+ to the regular game, and then added a bunch of new entries + a secret “behind the scenes developer’s notes” section to New Game+.
Obviously we have all the localized text from the original game, but we’re not quite sure we’re going to be able to have every single thing ready in every single language at launch. So we’re shooting for a decent compromise:
- English & German will have 100% localizations on day 1
- Spanish & French will have “quick patch” that takes care of “everything but the new journal stuff”
- We’re in touch with Playism to try to do #2 for Japanese as well
- All the other languages came from volunteer fan translators and are up to those volunteers.
Localization is tough because a game that’s in development has a lot of text that changes all the way up to the last minute and if you start localizing too early you have a lot of wasted work. At minimum, I will take the old fan translations and make them fit the new format, with any new text being rendered in English, with a note on the localization page about the % of work that remains unfinished.
Aside on fan translations:
I feel awkward about soliciting work from volunteer fan translators because it’s just so much work, and for most of these smaller languages we don’t see huge sales from those regions so on these smaller languages we usually break even or even lose a little money when you factor in the time involved, so there’s no real financial reward to support them. On the other hand I’ve done fan translations myself so I understand the passion. So our policy is that for any language we expect to be profitable, we hire a professional, and for anything that’s not profitable, we hang back and see if a volunteer approaches us. If they do, we warn them what they’re getting into, and if they’re crazy enough to insist and present us with usable text, then we support their efforts with a full QA & integration job on our side of things and credit them as the author, even if it’s for a tiny or obscure language. I still feel a bit weird about it but that’s where I’ve settled and so far it’s worked out well.
Last Minute Tweaks
When I do the newsletter push I’ll do a big post on everything that’s new in DQDX, but while I’m still working I have a few last points I want to work out with some of the regulars on this forum.
Tweaked stuff:
-
Absence penalty: In the current build I’ve removed this entirely (it was defaulted to 0 in the old game for a long time anyways). Now every defender gets the same XP after battle regardless of whether they were on the field at the end of it. Does anyone really, really care about configurable non-zero absence penalties?
-
Bulldog mode: I put it back in and it works just like the original game.
-
Target specific: I haven’t implemented it yet. I might add it post-release.
-
Explicit Hero Mode:
It’s in. You can “enforce” hero mode now, though it’s not strictly speaking required to get the achievements. You can “break” it by dismissing a warning when you try to recruit a character, and you can opt-in to the enforcement if you’re still eligible for hero mode, even if you didn’t start your game with the setting. -
XP/Scrap multipliers in saves:
This setting has been moved from the general options menu to each individual save slot
Feedback wanted
-
Hero mode + 100% completion
This still isn’t possible yet as I haven’t done any rebalancing to the game. I want to revisit the idea of “what is the least possible change that can be made to make it technically possible (no matter how difficult)” without risk of wrecking much of the normal game’s balance? -
Buff dragons?
Dragons have always been considered underpowered until late game or New Game+. I was wondering if there’s an obvious way to tweak them to make them more useful in the early game without upsetting the balance of everything too much. I also wonder if this could be the way to make Hero mode 100% completion possible. -
Level scaling for recruits
This isn’t in yet but I see no reason not to do it. There’s two aspects to this : what level should new recruits be, and what should the UX be for “training up” a level 1 recruit that’s already in your party? Open to suggestions here, obviously I favor the simplest solutions as they’re the least bug prone and easiest to implement in a short time
And as always, keep those bug reports coming! You have all been very helpful and we couldn’t do this without you.
Continuous Integration has been fixed for a while now, and we have two folders – one private for our DQ2 alpha backers with full builds of the game, and one public that anyone can see that has builds of the demo versions.
Public Demo Builds Available Here:
https://drive.google.com/open?id=0B82nNNq_hucHOEV1eF9pQ1B1eXM
Report bugs here: