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Stuffed Titans (MMORPG)

http://www.stuffedtitans.com/thread/banner.png[/img]

Stuffed Titans
Stuffed Titans is an MMORPG being built in RPG Maker XP; based in a world of stuffed animals.


-An abbreviated history of the world-

For as long as any Stuffed Animal can remember, they have lived peaceful lives under the guidance of a young boy.  The Stuffed Animals live in a castle at the base of the High Mountain Patch, and their kingdom has always been a prosperous one.  The boy appointed three capable stuffed animals to help rule over the kingdom:

http://www.stuffedtitans.com/thread/donkiic.PNG[/img]
Donkii, leader of all the stuffed animals, and more importantly, the representative of all the stuffed animals in the company of the boy.  The race of Donkii’s have always been the adventurers and front-line warriors of the stuffed animals, and King Donkii was always on the front lines with them, defending and leading the stuffed animals to greatness.


http://www.stuffedtitans.com/thread/zeph.PNG[/img]
Zeph, the fox, was the smartest of all the kings. The foxes are the crafters and builders of the stuffed animals; they take the raw materials that the teddy bears provide and turn them into something usable, either in the form of weapons and armor for defense, or new technologies to help the stuffed animal civilization.  With King Zeph in command, the foxes are always on the brink of the next great technological advancement.


http://www.stuffedtitans.com/thread/bluebearc.PNG[/img]
Bluebear’s people are the work force of the stuffed animal world. They make up the bulk of the harvesters and are also a bulk of the militia, and through both numbers and diligence, they became known as the best workers in the stuffed animal world. Bluebear is often found working right alongside his people. Bluebear is also the known as the wisest leader, and Donkii often consults him before any major decisions.

-The outpost-

You and a team of stuffed animals have been sent to a mining outpost south of the High Mountain Patch.  The stuffed Animals are trying to build the mining outpost into a full-fledged stuffed animal village.  While they are working, something completely unexpected happens; a Teddy Bear falls ill while working.  The stuffed animals care for him, and try to nurse him back to health, but it is no use.  The Teddy Bear dies while in the care of the stuffed animals.  The stuffed animals did not understand what was going on, as they had never dealt with death before.  They arranged to have the Teddy Bear's body sent to their leader, the boy; he would know what to do.  Upon hearing of the death of a stuffed animal, the boy was very concerned.  The boy took the body and left, telling the stuffed animals that he would return eventually, once everything had been righted.

Now, for the first time ever, the stuffed animals are on their own.

-Concept-


Conceptually Stuffed Titans is slightly different than a majority of MMO’s.  Stuffed Titans is aiming to be more town centered (as one of my personal favorite game series is Harvest Moon).  One of our major goals is to make the player feel like their city of residence is actually a living breathing city, and more importantly, their city.

Each city in the game will be self-sufficient and will require the cooperative help of everyone to keep itself running like a civilized society. Each city will also be under constant siege from barbarian stuffed animals and monsters. It will be the job of the people to protect, repair, and supply the city.
It will be the job of the adventurer and warrior to defend the city from a never-ending supply of monsters that are hell-bent on making their way through the wall into the city. Engage monsters in battle before they reach the wall, because each monster that reaches the wall will subtract a small percentage of "Town Health" from your city.

The crafter's jobs are both to repair the wall's physical damage and to supply it with new defensive technologies. The crafters will start out with the ability to make rudimentary weapons of war (such as swords and catapults), but as your journey progresses newer and better technologies will be found that will help protect the city.

The job of the harvester is to gather the resources needed to supply the city. You can supply the warriors with the food and weapons they need to keep up the fight, or you can supply the city with the resources it requires for upkeep (such as metals and woods). As you pour more resources back into the city, your Town Health will be replenished.

As the city's health rises, it will become more and more prosperous for everyone involved. All harvests reaped within the city limits will increase, and there will be more opportunity to increase the technological level of the city, but in turn, the invading monsters will become more and more powerful as you advance, attempting all the more desperately to send you back into the dark ages.

At the release of the game, there will be two separate cities. Cities will be added as the game progresses, as will the technological level of the cities. You will be given the option to place a home in one of these cities, and it will be considered your home city. You can still take advantage of most of the advantages that the other cities have to offer, but you will have to use an inn rather than your own home.  Your home can be moved, but it will come at a price.

Of course there will be other things to do outside of defending and repairing the city; you can train you’re skills, go dungeon exploring, or work on unfolding the story through quests (many of which will be attached to said dungeons and towns). Though a lot of these things will depend to some extent or another on the current state of the town it’s attached to.  And if those don't seem interesting, there's always the ever popular "fight monsters".  Stuffed Titans will feature a Zelda style action battle system, and there will be a good variety of monsters roaming around as well as a descent number of mini-games revolving around fighting monsters.

We’ve thought awhile on how to do skills.  Skills are both a favorite and hated part of the whole MMORPG genre.  They make the backbone of many mmo’s, and yet are often considered tedious and boring.  We plan to try and circumvent this in two ways:

First, we are trying to make each skill’s basic training method more of a stand-alone game in itself.  Basically, I want the player to be having fun training, not just simply having fun knowing his/her stats are going up.  In many MMO’s training is more of a chore than an enjoyable task in and of itself.  We are striving to make all the skill training methods fun, and fun enough that it would be fun even if you weren’t gaining a lick of XP or money for it.  Though admittedly, nothing, no matter how fun, can continue to be fun if it’s the 10,000th time you’ve done it; but we have a plan for that, too.

Secondly, we are offering a variety of ways to train any given skill.  Both defending your city and dungeon exploring will be viable ways to train your skills.  New quests will be added quite often and will offer skill rewards.  Some skills will have more than one basic training method as well.  All these options should keep things interesting for awhile.

Currently there are four skill in Stuffed Titans:

Combat--  The basic combat skill of the game.  As this goes up you will be able to place points on either strength or defense.

Mining--  This was going to be part of harvesting, but both mining and harvesting were big enough and different enough that it seemed right to give them different skill categories.

Harvesting-- Farming, foraging, and stuff like that.

Technology-- The crafting skill.  As you progress through new cities, you will find more advanced technologies that you can craft, thus the name.

http://www.stuffedtitans.com/thread/donkii.gif[/img]
Donkii: Donkiis are leaders and adventurers of the stuffed animal world.  They are exceptional in their quick and decisiveness in combat.  They are both the front line warriors in time of war and the explorers and adventurers in times of peace.  If there’s a new frontier, Donkiis will be there.


http://www.stuffedtitans.com/thread/bluebear.gif[/img]
Teddy Bear:  Teddy Bears are the most numerous race in the stuffed animal world.  Teddy Bears are not particularly good or bad with any skills; they rely solely on their numbers to be effective.  They are very cooperative, and thus are very efficient with their high numbers.  Teddy bears often make up the militia and work force of the stuffed animals.


http://www.stuffedtitans.com/thread/foxside.gif[/img]
Fox:  The foxes are the crafters and spellcasters of the stuffed animals.  The foxes are extremely poor at melee combat, but what they lose in physical power they make up for in intelligence.  Foxes are always on top of their technology; they are the ones crafting all of the raw resources provided by the teddy bears and turning it either into a technological piece of art or a grizzly weapon of war (more often the latter).  Whenever a new type of material or technology is discovered, the Foxes will be there to learn all they can and attempt to use it for their own benefit and the benefit of stuffed animal kind.


-Screenshots-

http://www.stuffedtitans.com/thread/screen1.PNG[/img]
Here's where all new stuffed animals start their journey

http://www.stuffedtitans.com/thread/screen2.PNG[/img]
The mayors house; also the location of the first quest.  You may notice that their is some RTP being used in the overworld tileset.

http://www.stuffedtitans.com/thread/screen4.PNG[/img]
Here's the indoor tileset.  It's not finished yet, in the end there will be more furniture than just barrels.

-Credits and closing-
Now for the credits; I'll make this part brief. Stuffed Titans if being developed currently by three people:

First, myself (Plubyblop).  I'm doing the in-game graphics, such as tilesets, characters, and huds (which, as the screenshots show, are not finished).  I'm also game design (mapping, eventing), and music design.

My brother, Programming_Elf. He's got the scripting job.  I'm glad this isn't my job, it looks like a headache.

And finally my sister, who doesn't have an account here.  Her job is to make all the "other" art.  Such as the title screen and the banner for the front page.

If you've read this far, thank you for you're attention.
 
I just wanted to say, that is the cutest name for a video game.  I'm also a really big fan of Harvest Moon.  I think you have some good ideas here and an innovative gameplay concept that would appeal to lots of people.  Good luck with your project!
 
It's not often I actually take the time to fully read a project description, but this definitely caught my eye.  It's so different and refreshing from the typical RPG.  And I thought I'd mention I think it's awesome that you're working on this with your brother and sister.  The graphical style is very unique as well, it shows that there's some effort being put into this.  However, the outdoor graphics really do clash with the indoor graphics, and as hard of a task as it might be, I'd try to stick with one style or the other.  Personally I'd like to see the whole game end up with custom graphics.  It's not something you see to often, and will really help your project stand out.  Overall, I like your innovative idea's, so good luck pulling this off!
 
I read the whole project thread and, like Ace of Spades, I found this innovative.  You will eventually need custom graphics for inside maps, but will actually need a lot more stuff.  From the looks of it you three are just starting out on this project.  I'll keep an eye out for this and wish best of luck upon you.
 
Okay, I guess I'll begin work on indoor graphics then.  I was planning on making them at one point or another, and I guess earlier is probably better.  I don't know how many attempts it will take to make a good looking indoor set, but I have time on my hands. 

I also wanted to make sure that not everyone said the graphics were crap before I went on;  I wasn't sure what people would think.
 
You might want to be a little more careful with names. In parts of britain, stuffed is a curse word on the same level and general meaning as the "f" word. (And, in case you're wondering why I didn't say it, I'm American, and I prefer not to use American curse words)

Anyway, I like the story ideas, although they seem a little childish. (Admittedly, this is like a children's RPG)
 
Glitchfinder":26m67kob said:
You might want to be a little more careful with names. In parts of britain, stuffed is a curse word on the same level and general meaning as the "f" word.
Glitchfinder, you're worrying too much about that - stuffed is a fairly trivial word. Maybe you're thinking of, like, 'get stuffed'?... but that's hardly very offensive, its like a tamer 'piss off' and definitely not on the same level as something like 'fuck off!', in the south at least and as far as I know throughout the country (though I go up north fairly rarely...)

ANYWAY back on topic. Those outside graphics look really good, and I look forward to seeing the same style applied indoors (and on the house? It doesn't fit in with the rest of the outside I think). I have only one question about the topic - I'm assuming this is all real and not imagination on the part of the boy? I take it we're assuming they can really speak and (here is where the story stretched credulity a bit) summon demons? It looks really cool =]
 
So, not a cuss word?  I was pretty sure when I was naming the game that "stuffed animal" is a somewhat universal term;  in America we might call them "plushies", and in Britain you might say "soft toy" (I think?), but if I say stuffed animal everyone should know what I'm talking about. (right?)
If the name turns out to be a problem, I'll rename it, but I'm hoping it isn't a problem.

WeAreSuperhero":yylniy5v said:
I have only one question about the topic - I'm assuming this is all real and not imagination on the part of the boy? I take it we're assuming they can really speak and (here is where the story stretched credulity a bit) summon demons? It looks really cool =]

As far as the story will let on, it's all real; there will never be any implications that it's fake, but for the most part I'm leaving this to the players imagination.

You're right about that part of the story, it seems pretty forced, and it kind of comes out of nowhere.  I've had a couple friends read over the story, and they've all pointed out parts that were either confusing or seemed forced. I'll work on fixing those later today.  Thanks for the comment.

I've finished the HUD:
http://www.stuffedtitans.com/thread/hudscreen.PNG[/img]

Brief explanation: The three buttons at the top are for accessing different menus, which will show up in the quarter circle part at the bottom. The icons are in order: attack, inventory (currently open), and statistics.

This is my first shot at a hud, so I definitely need some C&C.  This is one part of the game people will be seeing at all times so I plan to get it right.

In the mean time I'll work on house innards.
 
The HUD is a bit plain, but I think it's a good start.  You shouldn't worry so much about the HUD now though.  As you go on with making the game, you'll better it.
 
Okay, I think it's about time for a progress update.

A lot of work has been done on the networking engine.  The client-server connection system is finished; all the core work for the networking engine is finished.  Now all we really have left is to finish a bunch of the individual systems.  Out of those, so far the chat is completed, and the character creation/ login will be finished by the end of the day.

The big systems still left to finish are:

-The battle system.
-Inventory/ Item handling
-Visual equipment

While all of these are big systems, my brother seems to think that he can finish them fairly quickly now that the core system is finished.

I've also decided to rethink the HUD.  I showed it to some of my friends and not a single person has liked it.  I'm not sure what it will look like yet, but I'll come up with something (and ideas are certainly welcome).
 
It sounds pretty fun, and unconventional. I'll bite when it is released :D. The tileset looks like they will be the biggest thing for me
 
Hi, i just thought I should post, seeing as I'm on the project team. I just finished registration/login (it took alot longer than I thought it would.) and now we're moving on to the battle system.
 
Here's the start of the indoor tileset.  It so far lacks details such as chairs, tables, and other such furniture.  Right now I'm really trying to get the style and color right, and I'll work on the extras later.  I've gone through several insides I didn't like, but here's try four, and so far I'm happy with it, but I want to see what other people think before I move on:
http://www.stuffedtitans.com/thread/screens/indoor1.PNG[/img]

And here's the beginning of a cave interior.  I'm not to sure about the colors on this one.  Once more has been added to the tileset it might look better, but I thought I'd get some outside opinions.
http://www.stuffedtitans.com/thread/screens/cave1.PNG[/img]
 
I really like the indoor tiles so far.  The cave could use some more shading on the walls, since the floor is too darker then the walls.  And for the indoor wooden floor, you could make the other darker boards a bit lighter, to match the light boards more.  Pretty good so far though.
 
I really wish you woul just develop the game instead but if you MUST make it an MMO than it's your game I guess.  I just don't like any online games and I really wanna play this but I don't at the same time because of the MMO aspect.  Besides, mmo games never get finished.  Except maybe Vengeance, which I might play anyway.
 
So you're suggesting making this game a single player RPG?  The games core concepts are very much multi-player.  The two games that have had the most influence on this game are probably Animal Crossing and Harvest Moon.  While neither of those are multi-player, we are striving to build an interactive community where players work together to maintain their city.  It's fundamentally an MMORPG, not just a game with "MMO" tacked on as a gimmick.  I tried to explain our plans as well as I could in the concepts section, though maybe I didn't do our concepts much justice.

Also, this game is getting somewhat close to a release.  By focusing more on the player interaction with the town and other players, and less on the size and scale of the game, we've freed ourselves from a lot of the obstacles and constraints that eventually kill other indie MMO's (not to mention we can focus more on the details and intricacies of the towns.)
 

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