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Rico

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I haven't got much to say, but I'm throwing in my support for this idea. This is really clever. I saw a similar game for the Megadrive (I think) once where you had a mech and gave it upgrades and put it in battles... this is like that but totally expanded. I can't wait to play it !
 

xboxit

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Rico posted on Sep 6 2004 at 09:05 PM said:
I haven't got much to say, but I'm throwing in my support for this idea. This is really clever. I saw a similar game for the Megadrive (I think) once where you had a mech and gave it upgrades and put it in battles... this is like that but totally expanded. I can't wait to play it !
You were proberly thinkin of Front Mission for SNES.
 
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Pirotic

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going to try to get the skeliton animation system done first, as that will probably be the most complicated aspect. i need all the limbs to be seperate graphics so that you can buy it different arms, legs, tails etc. i'll get a tech-demo out once i have something to show.

*goes to read up on the gp32 rotation stuff*

the other option would be to have normal animations, one for each type of attack.. so projectile, ground bash, magic cast, melee.. and then the spot effect it uses changes depending on the exact attack.

so if you train it up to learn something like "Earthquake" it just goes the ground bash animation and then the game runs its built in earthquake animation which can sorta come out of the ground and chase the player or something.

i'll get a crude monster running around and some AI coded and get a demo out, speak to you all after that.
 

Pirotic

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getting well stuck into this now :)

spent a few hours sitting around writing a full design doc, so i know what i need to code exactly, every skill, all the level exp amounts, what food exists and statistical values for it all etc.

because the graphics will be pretty simple compared to gigas, im chucking in lots of neat things i couldn't do before. coded in multiple viewports - which means you can zoom in and out in real-time, but also open new windows which show certain areas.. hard to explain, but it means if your about to do a cool move, or if one of your monsters is about to die, a little 'window' will appear which shows you that monster, or shows you the move zoomed up etc.

*ideas blatantly stolen from GPwar and RollerCoaster Tycoon*

coding in skills at the moment, they are devided into the following categorys

Ice Class
Fire Class
Earth Class
Water Class
Ninjetsu Class

before your monster can start learning the skills in each class, it has to first obtain the badge for that class.. which is where the little story mode will come in, the first four are pretty easy to obtain but ninja class (which lets your monster create shadow clones of itself, teleport, meditate etc) will be hard to obtain ;)

This isnt pokemon however, and a skill isnt simply an attack with some stats and a cheesy animation. a skill is something the monster uses in and out of battle.

when you start 'learning' a technique it gives you a short description of how your monster can develop it (your monster cannot develop the skill unless its the one being learnt, so you cannot cheat and get the skills straight away)

The little plot of land where your monster lives (not sure what to call it yet, a farm or a dojo or something) is pretty interactive, it has a pre-rendered (well, pre-drawn in my case) background and then lots of objects scattered about.

for instance, in winter a tree will drop seeds, then next spring new tree's will start growing - if none of your monsters know how to chop down tree's, your plot of land is going to get very messy very quickly.

so that flame-thrower skill suddenly becomes more than just an attack move, eventually one of your monsters will probably try it on a tree - and when it does, if you reward it, it'll get in the habbit of flame throwing tree's for you and getting rid of them.

still very early and only using test graphics (my monster is a black cube), if your interested in beta testing drop me a line tho, or if your decent at graphics drop me a line too plz :)

Im doing ok with the spot effects for the skills, and the interface and emoticons bubbles, but for the backgrounds/objects and monsters i seriously need some artistic help. ideally if you have some 3D experience.

thanks
 

mechanori

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This is EXACTLY what I've been looking for. I've been searching for a game similar to Animal Crossing for the GP32 (or any other console) and this seems to be the perfect fit. It sounds like it has great replay value (or will, at least). Any screenshots or artwork?
 

Fire_Blade

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hi
i love the idea, i wanted to ad something this might be a bit hard but you should be able to buy armour and weapons and gadjets that your monster can use, if you want to do this all the monsters would be needed already in the game and you couldn't make your own monster
 

Pirotic

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i'll rename ninjetsu class to "Shadow Class" or something, i just liked the idea of having a ninja-hamster monster :D

erm.. screen shots, hang on

coding.jpg


im still very much getting it all coded in, so not much to see other than a basic test for the view-port code (the top right is a sub-window showing where the monster is, which appears when the monster isnt viewable on the main screen).

still trying to think up a name for the project too, at the moment its called 'Sensei' which is pretty pants (i needed to think up a temp name just for the project files etc).. i was going to go for something like "Monster Ranch" but it seems everyname i think of has already been used in some obscure japanese PSX game :D

u can buy items/weapons and stuff for your monster, not sure if this will extend to armour or not - if it had clothing i'd want it to be visible on the monster, but due to the number of sprites that'd take i may just have to go for something Final Fantay style, where you can see the weapon but the clothing is just statistical.. dunno
 

Fire_Blade

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you could do something like animal crossing, when you go with your monster to another player city, country, island (whatever it will be) things are different, other fruit, it looks different, so everybody has theire own "land" you could make 5-10 different lands and let the cpu pick one or random generated "lands"
 

Pirotic

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uhuh, you can export your monster so other people can import it into their town, or you can export your whole town and let other people see it. the town exporting will have to be limited so people can't 'copy' their town and cheat.

i like the idea of telling somebody you've made a really cute monster which is really helpfull and chops down tree's and does chores etc, but really you've created an evil bastard of a monster which attacks everything and destroys items etc, so your friend imports the guy and to his shock starts running about and killing everything in sight.
 

MR.SATAN

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personaly i think you should make it so each creature has its own folder on the smc, then all you do is copy it off the smc on to your computer and e-mail it to your freind, stick it on your web space or trade it over msn or whatever.
 

LHC

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I don't know how I missed this thread, but this is the best idea ever, and it seems progress is moving reasonably fast so far, so keep up the good work. B)
 

Flipside

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i was going to go for something like "Monster Ranch" but it seems everyname i think of has already been used in some obscure japanese PSX game

heh actually monster rancher isn't just an obscure japanese psx game, there have been quite a few monster rancher games and a cartoon series, most of them made it to the usa too but i think only about 2 and the cartoon made it here in england.

good luck with this, i was hoping there was a kind of monster battling game like monster rancher on the gp32 considering how many homebrew games there are for it but unfortunatly nothing until now.
 
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