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Yotes Games

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Yotes Games last won the day on July 1

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  1. Yotes Games

    Battle Gem Ponies

    Battle Gem Ponies! The fully-animated action-packed RPG adventure! An evolved version of the Ponymon ROM-Hack, and now its own indie project.Rotation battles, specialized move slots, new types, gym leaders specializing in strategies instead of types, EVs & IVs that can be altered with a slider instead of breeding, a balanced roster without intentional tiers, and a version of Eevee that can switch between any of the types at will. All ideas that went into this project's conception.Sound good? Then come along for the ride! Developed by Tony Yotes in Unity3D with 2d Toolkit INTRODUCTION: Welcome to the official Battle Gem Ponies Pre-Alpha thread! BGP has been an idea swimming in my head for years before finally starting development in December of 2014. It was inspired by a Fire Red version ROM Hack called Ponymon where the Pokemon were replaced with My Little Pony characters. The hack went unfinished for years and the story didn’t seem to do much more than name swap and make friendship references. I wondered how cool it would be to see that MLPxPokemon idea taken all the way and fleshed out into a completely new adventure. Fan games like Pokemon Uranium and Fighting is Magic inspired me to take up programming in high school so I could make fan games of my own. Specifically, I always wanted to make my own Pokemon game that did away with all the parts that annoyed me in the main series. Things like grinding, HMs, boring/easy fights, and evolution lines with stats too low for competitive viability would be no more! The first attempt at making such a game didn’t go too well, being just a kid with one java class and a C++ tutorial under his belt. So I spent the next 7 years practicing game development (even getting a degree in Gaming & Simulation) to build the skill necessary to craft a full-blown RPG like this. Over the years the game has gone from overambitious Pokemon fan game to legally safe overambitious Pokemon clone with its own characters, world, logos, assets, and so on. Measures have been taken to make sure this is a Cease & Desist-proof original property inspired by Pokemon that's made from scratch. Lots of blood, sweat, and tears are going into making this game a success. I hope Battle Gem Ponies is turns out as good as the game I saw in my head all those years ago. I can’t be the only one who would like to play a game like this, right? Thanks for checking out the project and enjoy the demo! -- Tony Yotes -- CONCEPT: Command super-powered, shape-shifting ponies in strategic turn-based RPG combat. The battle system is a variation of Pokemon's Rotation Battle in that matches are 3 vs 3 and either player can swap out their current fighter at the beginning of the turn (but at the cost of attacking last). Your pony will shapeshift between these 3 forms until each one's individual HP reaches zero. To catch wild ponies you have to weaken them and use capture gems that "download" the opposing pony's data and allows your pony to transform into it. In order to complete the capture process though, the wild pony needs to be defeated. There are 18 elemental classes each with their own strengths and weaknesses. In place of the "Normal type" there is a neutral class with no special advantage or disadvantage, thus being able to cause a regular amount of damage on anypony. The classes are Fire, Aqua, Surge, Plant, Ice, Ki, Toxic, Earth, Air, Esper, Bug, Ghost, Draco, Steel, Light, Dark, Chaos, and Magic. A major aspect of battle is the Ultra transformations. Like with mega evolution, finding special objects in the overworld will allow you to transform any one of your party members into a powered up version of themselves (sometimes with alternate elemental types too). FEATURES: Fully Animated Battle RPG! Every single pony and attack is uniquely animated to bring these pixel art battles to life! Explore a Vast World! An enormous, vibrant region awaits! Travel through deserts, mountains, forests, graveyards, and underwater temples on your quest through the Pinto region. Power Up Your Pony! Form a powerful bond with your shapeshifting pony companion and watch it grow stronger, learn awesome new moves, and take on the toughest of enemies. Travel with Your Pony! Surf across oceans and lakes with any swift-swimming ponies. Teleport to the nearest Health Center whenever you like with a simple phone call. Even have whatever pony is with you smash any boulders in your path, just because they all can! Customize Your Team! Choose who you take into battle from a selection of 60 Ponies and their Ultra Forms. You can alter their moves, stats, and equipment to become an unbeatable trainer! Hundreds of Different Moves! Using attacks grouped into Light, Heavy, Status, and Tutor slots that make you think more carefully about which moves to take into battle. Discover the Secrets of the Legendary Alicorns! Powerful, winged unicorns that embody the Sun and Moon are said to be the strongest ponies to ever live. People have wanted to harness their power for personal gain since ancient times. With recent advancements in technology, however, it might be easier than ever for their power to fall into the wrong hands... Collect Badges and Save The World! You’ll have your skills tested by expert Mavens and fight for your life against the evil Paragon Cartel. Simple story objectives that fans of Monster RPGs will be familiar with, but perhaps with a few surprises along the way... THE PINTO REGION: Just one corner of a brand new world… H - Rest House G - City Gate C - Celestial Shrine P - Paragon Cartel Secret Base (start in Honey Dew and venture around) A colorful and varied region with a gemstone motif and mysteries scattered across the map. It's meant to be an adventure lasting at least 6 hours on average. Preferably longer, and extended indefinitely with post-game content. The environments should be visually varied and filled with enough story content to keep the player interested in progressing. Every single section has at least a handful of notable experiences within. The scope has been thought out and written in a 200+ page long game design document along with every other aspect of the game. SCREENSHOTS: SOCIAL MEDIA: Follow the game on your favorite social media sites to get the latest news and have your burning questions answered! Interact with Yotes Games on any of the sites below. Find Yotes On: | Facebook | Twitter | YouTube | Google+ | Patreon | | IndieDB | Gamasutra | DeviantArt | Reddit | MyIGN | | Itch.io | Tumblr | LinkedIn | MyLittleGameDev | Alternatively, you can just email yotesmail@gmail.com DOWNLOAD LINKS: The latest current build is version 7.0, now available on Itch.io! Available for Android, Windows, Mac, and Linux platforms. Demo V7 contains 3 areas, 12 ponies, and a Random Battle Now mode. (Combat calculations may exhibit bugs.) Pre-Alpha V7.0 (11/17/17) Download: https://yotesgames.itch.io/battle-gem-ponies CREDITS: Engine, Development Tools, & Plugins provided by Unity3D and its Asset Store Orchestral Composition & Soundtrack Eric Eom (E^2) Chiptune Composition, Soundtrack, & Sound Effects Justin Heng (blucario) Game Design, Production, Marketing, Pixel Art, Animation, Writing, Programming Tony Yotes (Yotes Games)
  2. Nothing impressive to see here, kinda just another week of getting my ideas straight. Converting messy notes into legible text, then giving that text some context to make sense with the rest of the vision. I'm working on the design doc some more, basically. Combing through each and every detail of the game again to make sure nothing is boring, too derivative, tedious, or pointless. I want to charm the pants off of folks the whole way through. And I absolutely want to make sure to vaporize any accusations of this being an uninspired Pokemon clone.More on yotesgames.com
  3. Can you picture it...? Yotes Games, out there among the other young hopefuls, trying to convince anybody walking by to give this little pony RPG a shot. By all means, it outta do as great as it did at Orlando Overdrive but with a much bigger crowd over the span of 3 days instead of 1. Serious planning has begun, so far it's only been preemptive measures and bookmarking things to come back to later. Now I'm getting down the fine details of everything I need to know, do, study, and purchase in order to make the most out of this Magfest trip.More on yotesgames.com
  4. My entire past week revolved around a game that wasn't mine for once. I took the time to play the newly released followup to my favorite indie game of all-time (Undertale, in case you didn't know) and it was time well spent. I came out the other side of those credits re-energized, inspired to work harder, and pumped up on well-designed RPGs and quirky/interesting fantasy worlds. Overall, a nice reminder of why I love gaming so much.See what notable new design elements are coming (without getting too specific) along with some Earth-Shaking indie dev news on the Yotes Blog.
  5. Happy Halloween, Folks! Only thing scarier than the monsters out tonight is the possibility of Battle Gem Ponies getting delayed again. Amirite? Harharrr! But really. You know how everybody hates the sound of their own voice in recordings? I've been tackling that uncomfortableness all week. The scripts may be written, but I swear saying all this stuff out loud is more difficult than I anticipated. So used to monologues with the voice in my head for decades, my poor mouth muscles can't keep up. Tons of shoots and reshoots, capturing this narration while I adjust to pronouncing things clearly, using an audible voice, and not making any weird mouth noises. Ooohhh, it's a process alright. But at least they're coming along. Might be a week delay between each one until I get into the swing of things, but my YouTube channel is gonna be a lively place pretty soon. Keep an eye out.It's been a while, so here's some gamedev goodness: yotesgames.com/blog!
  6. Tiny bits of progress get done week-by-week and right now I'm one step closer to getting those YouTube videos ready to fill in the gaps. With scripts written, it's a matter of recording all of them and splicing a few videos together.nI can hope it takes a weekend, but I'll just take this one day at a time. You know how I am with deadlines.Get this week's GameDev news and introspection on yotesgames.com
  7. I am shocked at how quickly this Wednesday snuck up on me. Guess that's a good thing. Another week closer to my short term goals, but on the other hand there's still next to no progress being made on BGP. So caught up in the daily routine and so mentally drained after hours of office work, it's incredibly easy to understand how people fall into "the grind" trap you know? Just wanna drag yourself home, flop down somewhere (preferably with pizza at hand) and just watch stuff, endlessly scroll social media, wish you were happier and doing awesome things, and fall asleep. But I gotta stay on track. Even if it's just 2-3 hours at a time. Even if these little tasks like"Just write 8 YouTube scripts already!" end up taking forever, just like every other small task self-assigned. Pretty sure I'm waist deep in burnout, but not in any particular situation to be able to aliviate that stress, so... Onward! Here's today's blog: https://www.yotesgames.com/2018/10/battle-gem-ponies-devlog-191-not-single.html
  8. Here's my attempt to associate with the moth meme. Just wanna make a public PSA, the Battle Gem Ponies project is NOT dead. It's just kinda on life support. It's hospitalized. Yeah. Progress is still going, but at a snail's pace. Which (believe it or not) is a lot worse than usual. Gotta throw that out there because dev time took a massive hit while I'm trying to get a work/life balance going while also living an hour away from the office and ALSO trying to get back in shape after months of little exercise and ALSO, also fussing over finances. It's a mess, and I'm trying to get back on track. Time really flies when there's two endless mountains of work to handle and spend a third of the day sleeping.Come see what I managed to squeeze out of the last 7 days at yotesgames.com
  9. It's been one hectic week. Job searches, contract work researching, phone interviews, resume remakes, documents galore, and listing a whole lot of things that'll cost a whole lot of money over the next year. Current mission status? I'm looking for a publisher to finance the upcoming breakout hit of Yotes Games, LLC. That's right, Yotes Games just became a real-deal company! It's as official as it gets. And it'll make contracts and legal protection a lot less risky for me and a lot more straightforward for anyone I strike a deal with. I made a list of compatible publisher options and I'm pitching the game to them one-by-one. Someone says no, too bad, next in line. I figure out of the 20 of em I narrowed the list down to, one will agree I'm a perfect fit and give Battle Gem Ponies the budget needed to carry on to Launch Day!Get yourself a whole buncha hoopla and gamedev news now!
  10. I got an itchy twitch finger and put up the new Patreon ideas immediately. Still eager for feedback and willing to add any new ideas or mix things around, but I really felt like kicking off August with the new revamp and just having that ready to go as soon as my first couple YouTube videos go up. And new videos will be popping up twice a week at least for the next little while, just to build some momentum. It's all really exciting stuff and I can't wait to see how it grows. Now then... Onto to the devlog!
  11. A key problem with Battle Gem Ponies right now is that nobody knows it exists. How do I let people who'd probably like it know it exists? Well, sitting here and talking about it on my website nobody's heard of isn't getting the job done. And an occasional mention here and there on high traffic blogs isn't working either. How about I take it to the hypest place on the information highway? The place people specifically go to look to see interesting things they'll probably like... YouTube. I'm talking about YouTube. I need to take my channel seriously and start pumping out videos that show what the game is all about, what I'm all about as a dev, and for the love of all things holy get my Patreon numbers up before my debts swallow me whole (this game is officially years too late and things I've been putting off won't stay at bay forever). See all the different ways I plan to save my butt financially by pushing Battle Gem Ponies under a much bigger spotlight in this week's development log!
  12. I'm brainstorming some new plans for making the Yotes Games Patreon a much bigger deal. My general idea is that I need to put more effort into my YouTube channel due to the level of engagement that gets out of people. But I'd like to hear some feedback from you! It'd be super great to hear someone else's take on where I should take this crazy train next. Or hear exactly why you personally wouldn't donate to my Patreon but would to another. What rewards would you like to see? Should the project be more polished? I wanna know how to get strangers completely HYPED about this game! Trying to emulate the success of ALBDifferent, Exiled, & YandereDev here, and a solid YouTube effort is the key ingredient I'm neglecting. Even just read an article today about how Fighting is Magic might not've exploded if that demonstration trailer didn't get shared left and right earning 900,000 views. Nerds like me read development blogs, but everybody watches videos. I outta make some videos. Check out the huge list of ideas about how I'ma to do just that on the official development blog!
  13. Hope rises as pieces of the overworld are coming together. Weighed down by post-delay sad vibes all week and only just now getting back into the swing of things as I write this at 3:30am on a Wednesday. This week was code fever and I wore a programmer cap tight while sprucing up BGP's bones. Lots of things are working better than ever, and lots more are sure to come. The real issue right now is seeing how much can get up and running before BronyCon. The panel is going to be a slideshow about game development in general, some Q&A between slides, how I came up with and created BGP, and what features I have left to create and how I plan to implement them. And all that will be sandwiched between a Trailer to show off the game and a gameplay demo of the battle system and overworld. Then I'd like to have some sort of teaser finale to send everyone off with and encourage them to download the demo to their phones on the way out so they can remember the game later. But how much I can show depends on how far I get in the next 6 days, so fingers crossed, I won't hit any more road blocks. Every precious minute counts right now, and I think I might just barely make it. So let's see what's been done in the past few days.Read More: yotesgames.com
  14. Pretty slow work week if I'm being honest. Life got in the way and the game's delayed yet another week. You know, going in you always assume you can handle the workload but only expect it to be a certain amount of time. Then you get so far into it you can't justify changing course because the end just has to be near by now... I really wonder exactly how long it'll take for this game to be completed and how long the people supporting me or waiting for me to finish will tolerate this crazy passion project of mine. You can imagine how many times I hear "get a real job" on a regular basis. Feeling all kinds of negative things right now, but I need to carry on anyway. This game needs to be made, and I need to do it. If I can just make this super polished Alpha go even just a little viral, I'll finally know if it's all worth it. 25 thousand players is all I'm asking the cosmos for.More of this week in gamedev here.
  15. Starting to build out all the actual tile maps to be used in the beginning segment of the game, up to the first badge and a little beyond, just to get players hooked and hungry for more. Now, while the completed Alpha won't be a thing until the entire game is playable start to finish, I do believe I can get the first part of the game out within the month of July. While everyone is enjoying the new story, learning the mechanics, interacting with the world, and getting that first badge, I'll be working on getting the demo in as many Let's Player's hands as possible by day and implementing the rest of the design notes by night. Time to put everything I've got into a super-polished build that'll make people go nuts when they try it. Time to make sure every 30 seconds of the game gives players a Ben & Jerry's sized chunk of fun to chew on. Time to get Battle Gem Ponies on the map! Read More: yotesgames.com
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