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Member Since 17 Feb 2012
Offline Last Active Aug 16 2013 03:02 PM

#5084223 Barcode Scanning in Mobile Games: How do you take it beyond random battles?

Posted by on 08 August 2013 - 01:52 PM

Do you remember those barcoding games from the 90's that let you scan soup barcodes to reveal monsters to fight?  The idea was so awesome but the technology didn't let you do much.


There are a few examples of mobile games that use this functionality and I'd like to discuss how this can be implemented into a mobile game that is fun and not just gimmicky.  Examples include Codemon (Android) and Barcode Beasties (android) where the monsters you fight (other than against other players in multiplayer) are found within the codes, but that's about as far as it goes.


I've been talking with some friends and we came up with a couple ideas.

1. Obviously let the barcodes contain monsters to fight.

2. Include chances to find items or powerup instead of monsters. 

3. Limit the number of barcode scans using an energy mechanic (ie takes 20 energy for one scan, player has 200 energy per day).


So far, the barcode mechanic seems to be only another way of wading into the tall grass (pokemon) to find random encounters. 

What other ways could barcoding be used to go further than this?



#5049061 Combining pokemon and farming games...

Posted by on 01 April 2013 - 08:44 PM

I've been toying with some ideas to make some android or iphone games especially after playing Zombie Farm. I realized that many of the farming games don't offer any use to the items you farm other than as decoration or a means to make money. I had the thought to create a farming focused game that required you to farm plants or other items to be used in a pokemon style game centering around fighting monsters. At the beginning, you would be limited to a few plants but as your gained experience and gold you would either encounter new plants or buy new ones that opened up high level monsters or abilities.

What I'm having trouble figuring out is how to best integrate the plants you grow into the battle/monster system so that you are farming enough to be active in growing your farm but not completely limited to battling only when you have farmed items. For example, requiring every move to use one or multiple farmed plants/items. That seems too restrictive to the player and would likely cause disgust for the inventory system.

What are your thoughts on the idea and specifically, how do you think I could incorporate the farming resources as an integral part of the battle and monster collection system?



    So the game would be primarily focused on the monster battling/collecting.  The player discovers their grandfather's old grimoire which is a book containing the summoning information for the monsters.  The grimoire transports the player to the grandfather's tower where they are greeted by the old groundskeeper who sees them return.  They are tasked with clearing out the tower but each level is locked and the keys are found in the catacombs beneath.  As the levels are unlocked, the player gets access to the tools inside such as alchemy, monster fusion, crystal growing, etc.  As the player encounters new monsters, they can capture them using crystals and write them into their grimoire by making ink from that crystal (probably automaticly done for the player).  They can level up their monsters and fuse them in different ways to improve them or create new monsters.


For the farming aspect, the player would have access to the land around the tower to grow plants and inside the tower to grow crystals.  The farm resources could be used:

1. As cash crops to sell in town.

2. For alchemy - create potions that restore monster health, increase stats temporarily, do damage directly in battle, or used to solve puzzles.

3. For crafting - plants may have properties that can be infused into items worn by the player


4. For ink creation - players can improve their grimoire by using various inks which provides stat benefits to all their monsters

5. Feed plants to influence monsters- either giving them stats over time like fire resistance or allowing them to learn new moves.