I have changed the concept of this game, I am making a pet game skeleton with all of the features I personally feel pet games NEED. This game is mostly inspired by digimon, but it also is my own individual creation with regards to story, and gameplay.
Content
Summary
I will be making all of the characters, objects and buildings in 3d studio max, and all of the textures will mostly be very simple colours with some fine details and bump mapping.
The World
The world itself will still be digimon inspired, simple shapes, bright colours using the unity Toon Shader.
Viewpoint
3rd person view, allowing zooming in and out, and rotation of the camera around your player.
Interface
Going to have a gui inspired by DS games, simple and functional with a lot packed into a small space. Bright colours, and simple shapes.
Systems
Combat
This is in development, I am torn between active combat and turn based.
Movement
3 Dimensional movement, moving along a plane, climbing, swimming, jumping, etc.
Evolution
At present I would like to offer multiple methods of evolving monsters, including levelling to aquire prerequisites, combining souls(monsters pre summoned) to make more powerful monsters, and training to aquire prerequisites.
Stealth
Stealth will be done using line of sight, similar to metal gear. I may decide to add more to it in the future, but for now that is all it will be.
Homestead
You will have your own house, which effectively is just a level loaded and hosted by you, other players can enter it through a portal from the main world (in online play) that you may choose to activate or not. The homestead will have space to build many different buildings that help in training, as well as crafting items, potions etc. It will also provide space where you may build a farm, and also a plot for a ranch to store monsters in (which will be its own level that can be upgraded in size, 1 small size monster per tile)
Matching
I would like to have an online element that allows players to combine souls together, this will allow the players to combine more souls than usual resulting in even more powerful, and in some cases, unobtainable monsters(via single player).
Online Play
In the future I would also like to allow players to match through IP to other players, or to servers(central or fan run) for both cooperative and competitive gameplay modes.
Cooperative will simply put all the players who are connected into a situation where they work together to accomplish tasks, and will also allow access to previously inaccessible areas of the game. Players will also be able to enjoy a team combat system.
Competitive will allow players to battle their friends, and also allow people to compete in a last man standing tournament with a single battle each, best of 3, and best of 5. If there are more than 10 people in the tournament you will have the possibility of winning previously inaccessible monsters who will be able to be used in Cooperative play ONLY. The best of 3 and best of 5 tournaments will also reward you with items that will help you in training your monsters and expanding your homestead.
Addon Content
I would like to allow players to possibility to expand the game themselves as well as release expansions I myself have made for them to have entirely new ways to play the game, while still utilizing the same core skeleton of the game. Which would allow for say... a digimon game =)
Original Post
Content
Summary
I will be making all of the characters, objects and buildings in 3d studio max, and all of the textures will mostly be very simple colours with some fine details and bump mapping.
The World
The world itself will still be digimon inspired, simple shapes, bright colours using the unity Toon Shader.
Viewpoint
3rd person view, allowing zooming in and out, and rotation of the camera around your player.
Interface
Going to have a gui inspired by DS games, simple and functional with a lot packed into a small space. Bright colours, and simple shapes.
Systems
Combat
This is in development, I am torn between active combat and turn based.
Movement
3 Dimensional movement, moving along a plane, climbing, swimming, jumping, etc.
Evolution
At present I would like to offer multiple methods of evolving monsters, including levelling to aquire prerequisites, combining souls(monsters pre summoned) to make more powerful monsters, and training to aquire prerequisites.
Stealth
Stealth will be done using line of sight, similar to metal gear. I may decide to add more to it in the future, but for now that is all it will be.
Homestead
You will have your own house, which effectively is just a level loaded and hosted by you, other players can enter it through a portal from the main world (in online play) that you may choose to activate or not. The homestead will have space to build many different buildings that help in training, as well as crafting items, potions etc. It will also provide space where you may build a farm, and also a plot for a ranch to store monsters in (which will be its own level that can be upgraded in size, 1 small size monster per tile)
Matching
I would like to have an online element that allows players to combine souls together, this will allow the players to combine more souls than usual resulting in even more powerful, and in some cases, unobtainable monsters(via single player).
Online Play
In the future I would also like to allow players to match through IP to other players, or to servers(central or fan run) for both cooperative and competitive gameplay modes.
Cooperative will simply put all the players who are connected into a situation where they work together to accomplish tasks, and will also allow access to previously inaccessible areas of the game. Players will also be able to enjoy a team combat system.
Competitive will allow players to battle their friends, and also allow people to compete in a last man standing tournament with a single battle each, best of 3, and best of 5. If there are more than 10 people in the tournament you will have the possibility of winning previously inaccessible monsters who will be able to be used in Cooperative play ONLY. The best of 3 and best of 5 tournaments will also reward you with items that will help you in training your monsters and expanding your homestead.
Addon Content
I would like to allow players to possibility to expand the game themselves as well as release expansions I myself have made for them to have entirely new ways to play the game, while still utilizing the same core skeleton of the game. Which would allow for say... a digimon game =)
Original Post
I have started work on a Digimon Fan Game, I know there is already a group working on one but I have 0 experience with RPG Maker XP and I feel that there will never be too many Digimon games :wink:
First I would like to say that I DO NOT KNOW Ruby or RGSS, I am a Python scripter. I will be learning how to use RGSS so initial progress may be a little slow. As of March 02, 2011, I do already have quite a bit of content, all of the required digimon sprites, a half dozen player characters, an initial map layout around a hundred midi files and close to a thousand sound effects to work with.
Content
Summary
I will be using sprites that are ripped from the NDS Digimon games, Dawn, Dusk, World DS and World Championship and attempt to emulate the graphical feel of these games to some degree.
Tilesets
I will be crafting tilesets myself using 3D studio max, attempting to emulate the feel of the DS games while adding new depth to the visuals.
Viewpoint
I am going to be using the Isometric View script to get get the feel of the digimon ds games, personally I am a huge fan of Isometric. I like pokemon too, but there are what 600,000 pokemon style fangames out there? Not everyone CAN do isometric, so the challenge itself is part of the incentive.
Sprites
I will be using the sprites from the various Digimon DS games, and am going to incorporate every single Digimon from all of the games, including the new Digimon that has only been released in Japan. I would also like to incorporate every single digimon that exists, but I will need some help making sprites that look like they are from the digimon DS game series to pull that off.
Interface
I am not 100% on this one, IF I make the interface myself It make come out alright but my 2D art skills are intermediate at best. I do however want to have the same simplistic feel and colour usage that the Digimon DS games use, while upscaling to 640x480.
Systems
Combat
I will be developing a new combat system for RMXP, I am yet undecided on which system I will use, the one from Dawn/Dusk or the one from World DS. Either one is good, but I am leaning towards the Dawn/Dusk system.
Movement
I will be using the 8 way movement system, which is what you can find in the DS games, as well as mousie coupled with a pathfinding script because I like point and click to move :biggrin:
Interface
I will be creating an entirely new interface, scrapping everything that comes with RMXP, and using Mousie so that it can be navigated using the mouse OR the keyboard.
Evolution
At present I would like to offer multiple methods of evolving Digimon, but first I will be focusing on creating a working system that will allow me to evolve digimon down their original paths from Baby to Mega, as well as devolve and allow SOME preservation of statistics based upon variables (Not all rookies should have the same pre-requisites for digivolving.
Matching
This is two tiered. I would like to allow players to match two digimon together to create digieggs, which will hatch into new digimon. The eggs produced will be dependant upon which digimon were matched, and various digimon will be able to hatch randomly from each egg.
I also want to have online matching, which I will cover below.
Online Play
Players will be able to connect to a central server to match their digimon with other players for breeding, this will be the ONLY way to obtain many of the rarer Digimon, this was one of my favorite features from Digimon Dusk/Dawn.
In the future I would also like to allow players to match through IP to other players, or to servers(central or fan run) for both cooperative and competitive gameplay modes.
Cooperative will simply put all the players who are connected into a situation where they work together to accomplish tasks, and will also allow access to previously inaccessible areas of the game. Players will also be able to enjoy a team combat system where teams of 3 people will be able to fight together against their enemies as long as all 3 players are on the same map.
Competitive will allow players to battle their friends, and also allow people to compete in a last man standing tournament with a single battle each, best of 3, and best of 5. If there are more than 10 people in the tournament you will have the possibility of winning previously inaccessible (in the DS games, listed as unobtainable) Digimon who will be able to be used in Cooperative play ONLY.
Other Possibilities
In the last cpl days I am rethinking the digifarm Idea, I really like it..but I will have to have two maps running at the same time for it to be feasible, and as it is, RGSS Player seems to have trouble with isometric maps larger than around 100x50, and that is without any sort of events or anything running lol. Of course I could make the digifarm a regular map, and keep my iso maps to a single screen.
INPUT?!?
Credit
MGCaladtogel for making the Isometric View script.
Seigfried for height incorporations for the Isometric View script.
GubiD for translating it, and for his DrawIsoFrame demo which I use to create my base for creating my panorama.
Mr. Mo for his Window Scene Wizard, I love the visual route, it's just like my MMO engines GUI toolkit.
First I would like to say that I DO NOT KNOW Ruby or RGSS, I am a Python scripter. I will be learning how to use RGSS so initial progress may be a little slow. As of March 02, 2011, I do already have quite a bit of content, all of the required digimon sprites, a half dozen player characters, an initial map layout around a hundred midi files and close to a thousand sound effects to work with.
Content
Summary
I will be using sprites that are ripped from the NDS Digimon games, Dawn, Dusk, World DS and World Championship and attempt to emulate the graphical feel of these games to some degree.
Tilesets
I will be crafting tilesets myself using 3D studio max, attempting to emulate the feel of the DS games while adding new depth to the visuals.
Viewpoint
I am going to be using the Isometric View script to get get the feel of the digimon ds games, personally I am a huge fan of Isometric. I like pokemon too, but there are what 600,000 pokemon style fangames out there? Not everyone CAN do isometric, so the challenge itself is part of the incentive.
Sprites
I will be using the sprites from the various Digimon DS games, and am going to incorporate every single Digimon from all of the games, including the new Digimon that has only been released in Japan. I would also like to incorporate every single digimon that exists, but I will need some help making sprites that look like they are from the digimon DS game series to pull that off.
Interface
I am not 100% on this one, IF I make the interface myself It make come out alright but my 2D art skills are intermediate at best. I do however want to have the same simplistic feel and colour usage that the Digimon DS games use, while upscaling to 640x480.
Systems
Combat
I will be developing a new combat system for RMXP, I am yet undecided on which system I will use, the one from Dawn/Dusk or the one from World DS. Either one is good, but I am leaning towards the Dawn/Dusk system.
Movement
I will be using the 8 way movement system, which is what you can find in the DS games, as well as mousie coupled with a pathfinding script because I like point and click to move :biggrin:
Interface
I will be creating an entirely new interface, scrapping everything that comes with RMXP, and using Mousie so that it can be navigated using the mouse OR the keyboard.
Evolution
At present I would like to offer multiple methods of evolving Digimon, but first I will be focusing on creating a working system that will allow me to evolve digimon down their original paths from Baby to Mega, as well as devolve and allow SOME preservation of statistics based upon variables (Not all rookies should have the same pre-requisites for digivolving.
Matching
This is two tiered. I would like to allow players to match two digimon together to create digieggs, which will hatch into new digimon. The eggs produced will be dependant upon which digimon were matched, and various digimon will be able to hatch randomly from each egg.
I also want to have online matching, which I will cover below.
Online Play
Players will be able to connect to a central server to match their digimon with other players for breeding, this will be the ONLY way to obtain many of the rarer Digimon, this was one of my favorite features from Digimon Dusk/Dawn.
In the future I would also like to allow players to match through IP to other players, or to servers(central or fan run) for both cooperative and competitive gameplay modes.
Cooperative will simply put all the players who are connected into a situation where they work together to accomplish tasks, and will also allow access to previously inaccessible areas of the game. Players will also be able to enjoy a team combat system where teams of 3 people will be able to fight together against their enemies as long as all 3 players are on the same map.
Competitive will allow players to battle their friends, and also allow people to compete in a last man standing tournament with a single battle each, best of 3, and best of 5. If there are more than 10 people in the tournament you will have the possibility of winning previously inaccessible (in the DS games, listed as unobtainable) Digimon who will be able to be used in Cooperative play ONLY.
Other Possibilities
In the last cpl days I am rethinking the digifarm Idea, I really like it..but I will have to have two maps running at the same time for it to be feasible, and as it is, RGSS Player seems to have trouble with isometric maps larger than around 100x50, and that is without any sort of events or anything running lol. Of course I could make the digifarm a regular map, and keep my iso maps to a single screen.
INPUT?!?
Credit
MGCaladtogel for making the Isometric View script.
Seigfried for height incorporations for the Isometric View script.
GubiD for translating it, and for his DrawIsoFrame demo which I use to create my base for creating my panorama.
Mr. Mo for his Window Scene Wizard, I love the visual route, it's just like my MMO engines GUI toolkit.