Pkmn type game monster differentiation

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2 comments, last by sunandshadow 8 years ago

So the idea I have is that the monsters in this game will have a genetic code...and have genes the have dominant, co-dominant, and ressesive genes.

The thing is... when I think it through I come to a problem... If everything is deifned by the genes and the genes can, with breeding change, then the different types of monsters are just skins and I'm not so sure that's a good idea.

So I have 4 general sections currently...

Appearance (pretty limited due to me not knowing how to warp meshes yet)

Elemental Values

Stat Values (Used to calculate a different set of stats)

Stat Growth Values

I was thinking that I could possibly have each monster have a different number of gene slots with the ability to gain or lose them when bred. And then also only allow certain "genes" in certain monsters so that you could never get an Ice elemental monster from a Fire one Or something like that.

So any ideas? Comments? thoughts on whether i'm wrong about this being a problem at all?

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Have slots dedicated to specific genes. So elemental attributes will be one slot, physical strength is controlled by one slot, speed is controlled one slot, dexterity is controlled by one slot, accuracy one slot, physical attack possibilities get one slot... This way mutually exclusive genes have no risk of being on the same creature, with no special branching logic to prevent it - a single random number generation (using a PRNG with good bit randomness) for each slot can tell you which parent to inherit the gene from, whether it's the dominant or recessive attribute active, etc.


[if I do this] the different types of monsters are just skins and I'm not so sure that's a good idea.

It's not. It would be possible to have a pitifully weak monster with huge muscles. Maybe possible to have a Charizard with ice elemental attributes. Would be too weird.
It's possible to generate monster appearances procedurally based on their genes. It'd be a lot of work, but it's definitely possible. And it could make the game more interesting, and allow you to reduce the actual content required. :)

Have slots dedicated to specific genes. So elemental attributes will be one slot, physical strength is controlled by one slot, speed is controlled one slot, dexterity is controlled by one slot, accuracy one slot, physical attack possibilities get one slot... This way mutually exclusive genes have no risk of being on the same creature, with no special branching logic to prevent it - a single random number generation (using a PRNG with good bit randomness) for each slot can tell you which parent to inherit the gene from, whether it's the dominant or recessive attribute active, etc.


[if I do this] the different types of monsters are just skins and I'm not so sure that's a good idea.

It's not. It would be possible to have a pitifully weak monster with huge muscles. Maybe possible to have a Charizard with ice elemental attributes. Would be too weird.
It's possible to generate monster appearances procedurally based on their genes. It'd be a lot of work, but it's definitely possible. And it could make the game more interesting, and allow you to reduce the actual content required. :)

I'm thinking something like...

There will be at least 1 slot for each gene, but then have the possibility that there could be more slots for each individual stat...

Then each gene will also have various modifiers to various other aspects... like the HPslotGene might have a small STR modifier.

And thene each slot has mother and father side.

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The as faras procedurally generating appearance. You know of any good tutorials on how to do it?

I personally don't see any problem with monster appearances being basically skins, though I would suggest that the appearances be tied to the monster's elemental alignment if the game has that. If you wanted to you could tie particular abilities to particular body parts, like flight to wings, and scratch to claws, and monsters which didn't inherit that body type would not be able to learn that attack. I don't recommend a dominant/recessive system though, they are not well suited to breeding gameplay.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

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