Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Digimon Complete: A Fan Game

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
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.
 
Weird this got moved? Oh I guess it is more concept since I have done no scripting yet lol.

I have checked out the pokemon starter kit, its great and all but it doesn't even begin to solve any of the problems I am facing making a digimon game. The similarities between pokemon and digimon begin and end with collecting pets, evolution, and 'mon' (Pocket Monster and Digital Monster respectively.). Digimon is a much more complex game than Pokemon is, there are multiple paths for evolution, tons of prerequisites, you may devolve as well as evolve. Battle is quite a bit different, similar in the sense that the player character does not fight, only the characters party members do.

Digimon also does not share pokemons individual stat modifiers IV and EV, so I would have to rewrite most of the code in the starter kit... I would rather start fresh.
 
Juan J. Sánchez":1pmfkeaw said:
It got moved because:
  • A. You don't have any screenshots.
    B. You haven't started building your game.

B is incorrect, I had already started building my game. I had only started building assets though, including the maps. =P
I will not argue that it belongs here because I have no screenshots yet.
 
Python -> RGSS is not that dificult, and after you have the basis done, Python and Ruby are very similar languages(at least for me lol), either way, you could start showing some story, and maybe show a few sprites you intend to use in game, also, would the maps be build? default Rmxp tiled with 3D rendered sprites? Or are you expecting to use background images for the maps?


Either way, good luck in your project, I hope to see something good, since I quite enjoy digimon, and would like to see a good game ;)
 
I am using a panorama overlay for the maps, that way tile placement is much easier, collision is just being set by making the iso tile height 39.

I am making all of the tiles in 3D Studio Max, and using sprites ripped from the actual DS games upscaled x2 using nearest neighbor.

So far I have one character and one Digimon in the game, and they both look great, especially with my faux 3d tiles hehe.

I have decided to use ACBS for my combat system with a modified (already done) CTB, I will be using the images found on the Digimon Wikia for the images in the CTB, but images from the DS games for the battler graphics.

I have already sourced out the images from the DS games for the in game menu, it is all a matter of coding now. I have a long way to go creating the digifarm system, since just like the DS game, I want the digimon placed in the farm to be able to wander around freely and train of their own free will. I think the digifarm may take me forever and a half lol.
 
I was debating using a tactical movement system or somethin, but I decided that I wanted to just keep with the digimon play style of the DS games, walk around, random battles...fun fun, at least I think so.
 
Alright, so a bit of a change of focus is going on with this project and I am looking for some input.

First of all, I have decided not to use RMXP or VX for the game I want to make. Over the past few weeks I have been thinking out how I want this game to work, how the different systems will interact, and mostly about scale.
When I talk about scale I mean both the scale of the in game world and the scale of the project itself.

I want to make a digimon game, but I don't want to make a product I myself will end up getting bored with, nor do I want to invest the time rewriting systems for an engine that lacks in performance. Another thing I want, more than anything else is to not be bound by predefined limits...so I have been looking for another possible way to make this work.

I would like to be able to develop for, or easily port to, multiple platforms. The best way to do that is to start with an engine that is already capable or designed for multiple platforms. One option I have is to take this game full 3D, and develop it with Unity or something similar.

What I am looking for is suggestions, I want to produce a pet game that can become something much more, something that is a step above all of the digimon games before it. I want to include pet raising and training, battles that are triggered on touch(like zelda 2), elements of stealth derived from line of sight and quite a bit of other things just to round out the gameplay.

My skillset is primarily in modeling and scripting in python, although I have picked up some ruby having worked with it a bit now, so what do you think I should do, what engine should I use and how would YOU approach this?
 
Alright, I am still open to suggestions but here is a lil update.

I believe I am going to make this game in unity, and in 3d. I spent a cpl hours puttin this together and I think it actually looks quite good. It is a Koromon, I will finish the Botamon, Koromon, Agumon, etc first so here is Koromon to start.

http://img822.imageshack.us/i/koromon.png/

This render is actually in game, and that is the toon shading I will be using. I just filled the bg with white instead of leavin in the default blueish that unity uses
 
When you say your using Unity are you planning on coding everything yourself? (Camera Controls, Player Controllers, Inventory, Battle?). I ask because I've been working on my own Unity projects for a while just for learning purposes until I got a solid idea down and enough practise with C# to do anything meaningful. Would be nice to hear how you plan to make your game in the engine, if you'd like to share.
 
I have extensive experience with javascript and python, so using either Unity JavaScript or Boo should be fairly simple to do. I don't really have much of a plan at the moment, I am still in the learning phases of how to use Unity.

For the most part I am going to use a KISS method for development. Here is a bit of a layout of what I have in mind.

First, now that I have decided to use Unity I will model and animate a player character and have the camera follow the character with keyboard controls for zooming in and out and rotating the camera around the player.

Then I will create a few different monsters and start working on a party management system, creation of new members, adding members to your party, and storing them somewhere.

From there I will start to develop the evolution system, which will basically be an array of prerequisites for each prefab monster, when one or or more of the prerequisites is achieved you will be able to upgrade your monster increasing(or decreasing when devolving) its stats based upon the base statistics of the prefab, with the individual values accrued from training and leveling added to that.

At that point I will start on combat, though I am uncertain how exactly I want to pull off combat yet. I do know I want combat to be in its own window, and it is activated when you touch a monster on the world map.

After all of that is complete it will be mostly about fleshing out the game and improving gameplay mechanics.

----

To be honest, I think I will not be making a digimon game lol. I DO still want to be able to say, release a free addon for the game that will allow you to play a digimon game using the skeleton I design, but I would like to be able to sell this game if it ends up being quite good, and I don't see me getting the rights to actually use digimon for that purpose.

So instead I am making a toon shaded game that is inspired by digimon, bright colours, simple design, etc. It will be a pet game with additional elements that I have not yet seen in a pet game. Stealth, farming, non linear play (as you level and unlock achievements the game will get harder, and creatures will evolve so you can choose to go anywhere at any time except for the "final stage" area, which obviously will be unlocked after all of the major achievements are complete), and also post story gameplay, a new reason to continue to play even after you have completed the story mode (not just replaying the whole game over like NG+, but rather being presented with an entirely new game, new maps, new goals, less story and more freedom. of course you will still have access to the original game content, and some of it will be rejuvenated.)
 
UPDATE: This project is on hold, but I am going to make a digimon fan game for the sake of making a great digimon fan game. I am currently busy with multiple projects including a game for the MoMinis contest by Gamecast.

When I do get around to making a digimon game, I will most likely reuse the framework in a 3D pet game that I can release commercially.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top