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This week I’m going to talk about a game 16 years in the making…and no I’m not talking about that PC shooter… It’s about what you think you know, how you’re probably wrong, and not giving up on that one thing you’ve always wanted to do…
Our latest internal project, Dragon Fantasy, was recently submitted to Apple. This brings with it a lot of joy here because for a couple of us, this game has been around for over half our lives. And here we are, 16 years and 14 revisions later, our RPG has finally shipped.
Once upon time myself and one of the other people here @mutekicorp, Adam, met in an IRC channel dedicated to emulation. There we found our love of classic RPGs, and the mutual desire to make one of our own. Now there was a problem – namely that neither of us REALLY knew how to make a game, but that didn’t stop us. And so, with him in Montana and myself in California we decided to team up and make a game. How hard could it be?
Keep in mind, at the time we were both high school students with no real programming education. So how hard was it? Very.
We started over and over again, always on the same game, always with the same characters and same basic story, and always we’d get a little farther than the time before. The game existed as a DOS 2D game, as a Windows 2D game, as a Gameboy Color game and even as a combo Windows and SGI 3D game to eventually put on the Gamecube. And time and time again it got put down.
That Gameboy Color version landed Adam (and later myself) our first jobs in the game industry. At that point we actually began learning what it took to make a game, but then suddenly didn’t have the time to do it anymore. Later on between jobs we picked it back up and started on the 3D version, even to the point of a small demo where you could travel between towns, fighting little monsters in 3D, and we showed it to a few friendly publishers at E3. Needless to say it didn’t go anywhere, and the game was again shelved.
At this point we “knew” well enough that an RPG was simply out of reach for us to do and we continued on in our careers. 5 years ago Muteki Corporation was born, and a couple years later Adam joined the group here. We both knew at some point the idea of making this RPG would creep back up but time and time again we shot it down, because again we “knew” we simply couldn’t do it right. RPGs are too epic and too long of projects, right? After all, if it was too hard so many times before, it’s because it’s simply too hard, not because we didn’t know how to do it, right? That’s the funny thing about when you “know” something…a lot of times what you know is really just what you assume.
And then one day the game came back up. It wasn’t a pitch, or a hey we should do this. No, it was actually a test of our cross-platform UI system. We decided that single columned table views wouldn’t cut it so we needed multi column table views. Well to create those we needed a test, and Adam being Adam, he decided he’ll test a table view full of images…which looked shockingly like a tile map that we’d use back in the olden days of making these RPGs. So Adam decided let’s make a tile map, using our UI system and see what happens.
As soon as I saw it I told him we had to make the game… It was just time. Everything we thought we knew about how difficult it would be had been wrong. It turns out when you take a game idea…and add over a decade of game development experience to it, that idea gets a lot easier. The game quickly came together and we all enjoyed getting to finally make the game we had spent over half our lives wanting to make.
Then beta time came. I’ll be honest we were scared. We loved it…but would others?
Well I’m SO happy to say the feedback has been TREMENDOUSLY positive. Apparently we’re not the only people loving this game.
And so after the majority of our lives, we’ve finally done that thing we started doing as young, dumb teenagers in high school.
An RPG is born.

Fuck yeah! I can’t wait to play.
I started a similar path in highschool, with a text-based RPG/Space Trader game on my TI graphing calculator, then later with my Windows laptop and ultimately my iOS device. “Martian Merchant”, it was called, but it’s still floating there in the “not-enough-time-to-work-on-it” stage.
I envy and admire you!
Sounds awesome! I just watched the video on touch arcade and will have to check it out. Love the old school RPG style!
Our trajectory here at Crocodella Software has been pretty similar, and as someone who is currently hard at work at an RPG myself, you have my utmost respect
Congrats on submitting the game and I can’t wait to play it!
Congratulations!!
What language did you use to make the game eventually?
Its great to see you guy got to finish something that was started so long ago, people let things get in the way of there dreams and end up wishing they had a chance to do it all over.
The game has a kind of soul and I think that comes from a time when games were made for a generation that wanted to explore and live out there fantasy through games
Is it any wonder every new movie that comes out is a remake of some old show or movie our future lies in our past so this game is what we need right now
Great job
I just finished Dragon Fantasy and really enjoyed it. I have a few suggestion you might consider for a future update:
1. group items in the inventory. I had a bunch of Gold Armors and it was annoying scrolling through the inventory to find things.
2. The Status button should really be called Menu since that’s what it brings up.
3. When you finish the game there is no chance to save. It would be nice if you could save and go back just before the end boss or something.
4. It would be nice if the magic list was two columns to reduce need for scrolling.
thanks for a fun little game!
Found a bug, didn’t know where to report. When trying to buy items from the item vendor (only), sometimes the item list is missing, and occasionally when i click to purchase, the purchase window doesn’t open and the item list disappears. Basically, I’m left with the buy/sell window, but there’s nothing in it. So I just exit. Usually I can buy an item once, and then it happens, but sometimes (like with the magic potato) I can’t even buy it. Once I try and buy it, the shop window is emptied. I’m running the latest iOs, the latest software version of Dragon fantasy (1.02), and it’s on an ipod Touch 2nd generation.
I was truly moved by your story. I spent many hours during middle and high school drawing on graph paper designing RPGs in the same family as this.
This game has a great story and a real personality to it. I am trying to pace myself and limit my play time because I don’t want it to end. I hope that you guys have plans for more adventures for Ogden.
Thank you, thank you, thank you for this game!