Dragon Quest III: The Seeds of Salvation: Difference between revisions

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==Development==
==Development==
Development of ''Dragon Quest III'' began in January of 1987, shortly after the delayed launch of it's predecessor. The developers gathered in the mountain city of [https://en.wikipedia.org/wiki/Hakone Hakone], in the Kanagawa prefecture, and lodged together in one of the hot spring resorts. The stressful experience of developing ''Dragon Quest II'' being fresh in the minds of the staff, the onsen resort was both a well deserved vacation and a place to concentrate on developing a clear blueprint for the much anticipated sequel. Thanks to the availability of expanded cartridge sizes, [[Chunsoft]] would have two megabits of memory to program the game on.
''Dragon Quest III'' began planning in January of 1987, shortly after the delayed launch of {{DQ2}}. Yuji Horii and other developers spent the planning period lodged in a hot spring resort in [https://en.wikipedia.org/wiki/Hakone Hakone] (Kanagawa prefecture), with the intent of not only unwinding after the stressful production of ''DQII'', but also improving the group's concentration. [[Chunsoft]] was allowed to develop on two megabits of memory, a greater storage size than the previous two games.


The gameplay was given the priority during the lodging, with nearly all of the game's revolutionary systems were decided upon from the onset such as the day-night cycle, the vocations, and even the implementation of Alltrades Abbey to give players total control over their characters. The story was written in February and it was decided to make the game's world resemble that of Earth, with Yuji Horii believing that the familiar landscapes would make the game easier for players to navigate. March was spent traveling to [https://en.wikipedia.org/wiki/Egypt Egypt] to conduct research owing to the globe-trotting theme of the title. Full-scale development began in late April of 1987<ref>Q:『ドラクエIII』のお仕事を始めたときから、今までの進行を教えてください。ゲームの内容の細かいことなんかは、いつどんな風にして決まるのか、マップなんかはどういう風にできるのか、詳しいことを教えてください。
The gameplay was given the priority during the lodging, with nearly all of the game's revolutionary systems were decided upon from the onset such as the day-night cycle, the vocations, and even the implementation of Alltrades Abbey to give players total control over their characters. The story was written in February and it was decided to make the game's world resemble that of Earth, with Yuji Horii believing that the familiar landscapes would make the game easier for players to navigate. March was spent traveling to [https://en.wikipedia.org/wiki/Egypt Egypt] to conduct research owing to the globe-trotting theme of the title. Full-scale development began in late April of 1987<ref>Q:『ドラクエIII』のお仕事を始めたときから、今までの進行を教えてください。ゲームの内容の細かいことなんかは、いつどんな風にして決まるのか、マップなんかはどういう風にできるのか、詳しいことを教えてください。
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[[Koichi Nakamura]] was concurrently programming the game's battle systems based on the outlines decided in January, and placed a focus on the artificial intelligence used by monsters in addition to general balancing. For example, some monsters are aware of their MP pool and will not waste a turn trying to cast a spell they cannot afford, while the [[imp]]s are dumb and will try to cast powerful spells despite having no MP at all. Development shifted focus to battle balancing in September when Akira Toriyama completed the artwork for the monsters, with the team deciding the attack patterns and habitats of the beasts now that their designs were finalized by a professional<ref>9月には、鳥山くんのほうからモンスターの絵がすべて出来上がってきたので、攻撃パターンのデータ作成。 さらにモンスターの分布等をきめ、現在にいたります。</ref>.   
[[Koichi Nakamura]] was concurrently programming the game's battle systems based on the outlines decided in January, and placed a focus on the artificial intelligence used by monsters in addition to general balancing. For example, some monsters are aware of their MP pool and will not waste a turn trying to cast a spell they cannot afford, while the [[imp]]s are dumb and will try to cast powerful spells despite having no MP at all. Development shifted focus to battle balancing in September when Akira Toriyama completed the artwork for the monsters, with the team deciding the attack patterns and habitats of the beasts now that their designs were finalized by a professional<ref>9月には、鳥山くんのほうからモンスターの絵がすべて出来上がってきたので、攻撃パターンのデータ作成。 さらにモンスターの分布等をきめ、現在にいたります。</ref>.   


Balance adjustments, dialogue, and bug testing continued until October 22nd when the game's data was finalized and sent off for cartridge production.  
Balance adjustments, dialogue, and bug testing continued until October 22nd when the game's data was finalized and sent off for cartridge production.


==Soundtrack==
==Soundtrack==