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willmer

Member Since 17 Feb 2012
Offline Last Active Aug 16 2013 03:02 PM
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Topics I've Started

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

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?

 

 


Being realstic of my limitations as a beginner

03 April 2013 - 10:57 AM

Despite experience and learning that has spanned several years, I am still a beginner in programming.  I've had experience with C++ and Java but only to the level of what you would learn in one semester of a college class.  That didn't stop me from attempting to make my own barcode battler where I had a working database of monsters and battle system similar to Pokemon albeit without much for graphics on my old android phone.

 

I am constantly reminded of my desire to make a great RPG/monster battler as I peruse the app stores for interesting things to fill the void that Pokemon left.  But each time I start working on a project, I start feeling like I have so much more to do than I think to finish it and as I learn about the game design and coding process, it seems like doing it on my own just isn't feasible, especially as a beginner.

 

So, my question is: what are my limitations as a new programmer who is interested in learning more (and focusing on one language), but that will be working primarily alone for an hour or two each night learning as I go?

 

What size of game could I conceivably finish in a few months time (or a year)?

 

Are there stepping stones I am missing by trying to tackle a big project?

 

Has any of you been successful learning on your own and working on projects by yourself?


Combining pokemon and farming games...

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?

 

[Edit]

    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

    or

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.


Android turn based multiplayer: how to implement

28 February 2013 - 11:01 AM

I am fairly new to Android development but feel confident in my ability to learn and implement new concepts.  I have been working on a Pokemon-style battle game and right now would like to focus on the multiplayer.  It would be a simple 2 player battle where each player has one monster that is fighting (maybe more in the future).  It would be turn based but I'm putting in a speed system where the order of who goes may change depending on the move used, but it is still turn based.  Having a lobby where people can select who they want to fight would be nice too.

 

What options do I have to implement this multiplayer battle system and which of those options is going to be easier to learn?

 

I have seen people suggest Skiller SDK, but it appears to be too limited to use, maybe not.  I only have a very basic understanding of servers so it would be a lot to learn (and maybe pay for?).  I know things change if I want the battle to be hosted some  place or just have the phones communicate back and forth (the latter is preferred).


Designing a level/tier system for a monster trainer game, need criticism and advice

09 May 2012 - 10:45 AM

Hello everyone. This is my first post on gamedev so I appreciate any criticism you have to hep me be a better contributor and poster on here.

I am currently working on a game in a similar style of Pokemon and Dragon Warrior Monsters where you assemble a group of monsters and fight 1v1 (potentially more later) against monsters generated from a barcode scan. I recently remembered the aspect of DWM that allowed you to breed your monsters and create new ones and thought that was an appealling concept ( I know Pokemon has it too but I haven't played any of the new ones to know how it works). My question centers around whether I should include a level system for my monsters or a tier system based upon breeding or fusion.

Here's what I'm currently thinking for the monster section of my game:

Monsters belong to standard groups or families (Humans, Dragons, Elementals), have damage types (Fire, Water, Undead), stats (attack, defense, speed), and move sets (4-8 moves to choose from). In addition, I am currently thinking of setting them up in tiers that are based upon fusion. There would be three tiers with each tier having 30-100% better stats/moves than the previous tier. You can fuse monsters of the same tier with 2 varying outcomes.
1. Two monsters fuse together to form a new monster of the next tier.
Example, a swordsman and fire elemental (both T1) form a Flame Swordsman (Tier 2) that will have higher stats, an added damage type (fire) and possibly new moves.
That flame swordsman could then be fused with a Drake (both tier 2) to form a Drake Rider (tier 3).

2. One monster absorbs qualities of another.
Example: a swordsman and a shield bearer are fused. The swordsman is the primary fusion so he will retain his identity but will receive extra stat points based upons the shield bearers stats, and can choose to learn 1-3 moves from the shield bearer. The swordsman will now be a tier 1a which prevents him from fusing with other monsters.

So you can make a new monster or buff your current monster. Also, I am currently thinking of using a rank (level) system that allows monsters to reach a rank of 5. As you gain a rank, you can upgrade some stats (although not enough to make a t1 stronger than a t2). Also, as you gain ranks, the monster can learn more moves (start with 3 and gain 1 at every rank?).


How do you think this approach compares to using a leveling system (1-100 levels) which differentiates monsters based on their level and the stats that rely upon levels such as Pokemon? Would this be interesting and engaging to play or too tedious?

I appreciate any feedback or suggestions. Thanks

PARTNERS