御三家Game-Dobuki的史诗之旅

Dobuki的史诗之旅

Dobuki's Epic Journey

类型:角色扮演,冒险游戏
发售日期:2023-06-17
更新日期:2025-07-27
游戏简介
Embark on Dobuki's EPIC JOURNEY, an unconventional fusion of point-and-click adventure and RPG, guiding the lovable protagonist through three vibrant planets. Save the galaxy from Emperor Lik Wang's clutches alongside the sassy singer, Yookim. With a cartoony, Flash vector art style and whimsical humor, explore diverse locations, solve puzzles, and engage in non-linear gameplay. Experience a delightful mix of skill progression, unexpected encounters, and a captivating storyline. Prepare for a truly memorable quest where laughter and adventure await. Developer's Notes:After years of development, I proudly present this whimsical game. Inspired by beloved adventure and RPG classics, it takes you on Dobuki's extraordinary journey across vibrant planets. With a spontaneous approach, the world grew with weird and outlandish elements, creating a unique escape. As the game expanded, challenges emerged, leading to unexpected character development and complexities. Despite doubts, I persevered, adding closure to this quirky creation. Join Dobuki's adventure, solve puzzles, and encounter dark humor in a game that defies expectations. The beginning This game grew out of my deep desire to produce a game that mimics some of my most beloved game genre: adventure and RPG. In particular, I would name games like Monkey Island and Phantasy Star as the main inspiration for starting this project. Previously, I have never made a game with a real storyline, so this was a first. The story starts with Dobuki, and he lives in the countryside. Presumably, he just moved there. We don’t know anything really about Dobuki, but we know he has a bunch of friends, and there’s an old man on the hill who mentors him. As the story progresses, Dobuki explores his world and even goes on other planets. I actually didn’t write a story, and I didn’t really have the mindset of writing one. The idea was just: Let’s create a world, in space, with weird creatures. Let’s create this wonderful world and just add any random idea I have as I go along. This went well in the beginning. I wasn’t really sure where it was going to go, but the game grew somehow pretty big in my imagination. It was my escape at that time, and it wasn’t even done yet! So yeah, there was no planning, no thinking ahead, just random things added on the spur of the moment. Developing the world I was pretty excited about creating a world. It didn’t have to have a great story, but as long as it was as weird as outlandish as possible, I was happy. I looked for some nice music for it, and that also affected how the world develop. Now the idea became a bit more developed, but the code wasn’t very well thought out. It worked at that time, but it wasn’t meant to scale. I programmed the game the same way I was adding content: Adding random things as I thought about them. For instance, I suddenly decided to add 3d crawling caves, so I made that. Then I thought about space travel, and just added that. This felt like the right approach, but soon it was getting more and more difficult to add things. First of all, the compilation time grew as more things were added. Second, it became more and more difficult to look for the elements I wanted, as the number of scenes became 20, then 30, then 40…! I was adding stuff to expand the world, but it didn’t seem that meaningful to me. Then for some reason, I decided to add some character development. I added a love interest for the main hero. Growing in Complexity I started to understand the idea of feature creep, and the addition of a new protagonist made it very clear. Suddenly, I couldn’t add random things anymore, because every new elements raised new questions in respect to the characters in the game. I imagined stories around the character but at that point, adding even simple interactions became really painful. It was pretty clear to me that I wouldn’t be able to finish this game. The game itself actually seemed to become rather silly to me, and I wondered if it would sound ridiculous to know I spent so much time building something that turns out to have so little production value. But time passed, and I still thought about the game. I decided it needed closure, and unfortunately, you can’t just finish a game like this so easily. I had a lot of negative space to close. In an adventure game, if a player makes effort to get a particular item, then that item must be useful for something in the game. At that point, the process of finishing the game was to list out all the item that I’ve randomly given to the player, and come up with some use for it, like a character that wanted it or some other random thing. The Conclusion Eventually, I had enough content to finally close the game, with a very half-ass closure. But hey, at least I had something I was satisfied to let out into the world.
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游戏背景
登上Dobuki的EPIC JOURNEY,一个非常规的点击冒险和RPG组合,引导可爱的主角穿过三个充满活力的星球. 把银河系从李克王皇帝的离合器中拯救出来 与帅气的歌手柳基姆一起 凭借漫画,闪电矢量艺术风格和奇异幽默,探索不同地点,解谜,并参与非线性游戏游戏. 体验一个令人愉快的组合 技能进步, 意外的遭遇, 和吸引人的故事线。 准备一个真正难忘的探索 在那里欢笑和冒险等待。



开发者的笔记 :经过多年的发展,我自豪地呈现了这个奇异的游戏. 在爱的冒险和RPG经典的启发下,它带你踏上了渡过充满活力的星球的奇异旅程. 有了自发的方法,世界以怪异的和荒诞的元素成长,创造了独特的逃脱. 随着游戏的扩展,挑战出现,导致出乎意料的角色发展和复杂性. 尽管有疑虑,我坚持不懈,使这种怪异的创造更加结束。 加入Dobuki的冒险,解开谜题,并在一个欺骗期望的游戏中遇到黑暗幽默.

开始
本游戏源于我对制作一个模仿我最爱的一些游戏流派的游戏的深切渴望:冒险和RPG. 特别是,我将像猴岛和Phantasy Star这样的游戏命名为启动这个项目的主要灵感. 之前,我从未用真实的故事线做游戏,所以这是第一次.

故事从多布基开始,他住在农村. 估计他刚搬到那里 但我们知道他有一群朋友, 山上有个老人指导他。 随着故事的发展,多布基探索了他的世界,甚至走在其他星球上.

我其实没有写故事, 这个想法只是:让我们在太空中创造一个有怪异生物的世界。 让我们创造这个美好的世界,

一开始进展顺利 我不确定游戏会走向何处, 那时我逃跑了,

所以,是的,没有计划, 没有前期思考, 只是随机的事物 添加在瞬间。

发展中世界
我对创造世界感到很兴奋 但只要它尽可能地怪异, 我就会很高兴。 我为它寻找一些好音乐, 这也影响了世界的发展。

现在这个想法变得更加发达, 这在当时是可行的, 我以添加内容的方式编程了游戏: 如我所想的随机增加.

例如,我突然决定 增加3d爬行洞穴, 所以我做了。 然后我想到了太空旅行,然后又加了这个。 这是一种正确的方法,但很快就越来越难以增加内容。

首先,随着更多的事物被添加,编译时间也随之增加. 第二,随着场景数量变为20,30,40...

但我觉得这没什么意义。 后来出于某种原因,我决定加入一些角色发展. 我为主英雄增加了爱意.

复杂度的增长
我开始理解"特征爬行"的观念,加上一个新的主角,就非常清楚了. 突然,我无法再随意添加东西, 因为每个新元素都对游戏中的人物提出了新问题。

我想象着关于角色的故事,但是,在那个时候, 加上甚至简单的相互作用变得非常痛苦。

我很清楚我无法完成这场比赛。 游戏本身对我来说似乎变得相当愚蠢, 我想知道我花了这么多时间来制造一些 制作价值如此微小的东西, 这听起来会不会很可笑。

但是时间流逝了,我仍然在想游戏。 但不幸的是, 你不能这么轻易地完成这样的游戏。 我有很多负空间要关闭。 在冒险游戏中,如果玩家努力获得特定物品,那么该物品对游戏中的东西一定有用.

这时,完成游戏的过程就是列出我随机给玩家的所有项目,并想出一些用途,比如一个想要它或其他随机事物的人物.

结论
最终,我有足够的内容 最终结束游戏, 一个非常半屁股关闭。 但至少我有些事情很满意 能够让自己进入这个世界
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游戏视频
御三家Game
【御三家Game】《Dobuki的史诗之旅 》游戏宣传片
01:05
系统要求
    最低配置:
    • 操作系统 *: Windows 7 or newer
    • 处理器: 2 GHz dual core
    • 内存: 4 MB RAM
    • 显卡:  Hardware Accelerated Graphics with dedicated memory, 1GB memory recommended
    • 存储空间: 需要 30 MB 可用空间
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