Project: Alpha Pack
Project Started: |
20th February, 2012 |
Last Update: |
30th March, 2012 |
Project Owner: |
Neuro |
Project Members: |
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Project Type: |
RPG |
Project Progress: |
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Project Overview |
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In 'Alpha Pack' (working title), I aim to provide the player with a rich and unique world to explore in their own way, capture wonderful Creatures and battle them against other trainers.
Alpha Pack is heavily based on Pokémon (games, manga and anime), and will be the kind of world I personally would love to explore in that kind of setting. Creatures I would love to see, and exhilerating encounters where failure is just a step in an unplanned direction. Your story will unfold differently every time!
Proposed features:
- An open world to explore, bound only by the abilities of your Creatures. I aim to have dozens of abilities for a wide range of purposes, not just navigation.
- Create your character the way you want. Choose your clothes (and buy new ones as you play!), choose where you begin your adventure. How do you obtain your first Creature?
- NPCs that are more than just challenges and exp farms. Perhaps you can even make friends and travel as a group? Make some enemies and face them at your next tournament!
- A battle system that gives you lots of options, and gives the little guys a fighting chance - power isn't everything. Dodge and Clash your way to victory.
- Creature advancement based on stats. Train them outside of battle in gyms and dojos, or just have them punch some rocks until they can break them! Take care not to overwork them, though. Training Agility the hardest? Your creature will probably learn more speed-based moves before others!
- Proper leagues! NPCs will face off in tournament brackets just like you. Winning tournaments will earn you trophies you'll need to enter the Grand Tournament.
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Elemental Types
By: Neuro
On: 7th Mar 12, 07/03/2012 00:00:12
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Private Forum Private forum for project members only |
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World map!
Posted 30th Mar 12, by Neuro
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- The dark red areas are major cities and towns
- The light red are minor - towns, villages, or even just a few buildings. For example, the western-most spot at the tip of the land will be a lone lighthouse.
- The darker green are forest or jungle, dense wilderness. The even darker green will be deep woods, potentially very dangerous.
- The yellowish green with all the rivers are swamps and marshes.
- The pale blueish green is cold, often snowy, and can be mountainous. Basically, it's Skyrim : P
- The long lake with the white blob, that white blob is a mysterious iceberg. No one knows how it formed in the middle of a lake, and it has never shown signs of melting.
- Black dots are caves. The two at the northeast are connected - a tunnel right through the mountain.
- Dark grey is, of course, mountain. I ought to mark out where the peaks are.
- Lighter grey are hills or small mountains. Note the one by the largest lake - the city there prospers thanks to mining the riches within it.
- Along the coast, the grey areas are cliffs, the yellow are beaches
- The yellow mass in the far east is the desert. Gotta have a desert.
- And of special mention, the area with the forked mountain ends with all the rivers beginning inbetween, that will be a kind of tropical paradise with many waterfalls. Should be a wonderful place to explore!
That's what I've been working on recently, and I have notes down for a lot of towns and cities so far.
A little progress has been made in the game - clothes (head/torso/legs) are now controlled by the save array, and NPCs have some core stuff complete - they can be spawned with randomized clothes, controlled via an NPC array.
You can also have a creature following you around, and order it to run towards a rustling bush to start a wild battle! I still need to think of a good way to do the interaction system, since moving a cursor around is a little clumsy.
I've recently been emailing with someone called Whittacker, who has done some excellent creature concepts. You can check them out in my photobucket album here: http://s144.photobucket.com/albums/r166/Neuralscan/Poketom%20Alpha%20Pack/ . They're based on some mythological creatures, and I love them!
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A wild Averagemon appeared!
Posted 19th Mar 12, by Neuro
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I got the basis of wild encounters working! There are a lot of other elements it needs to be complete, like a time cycle for day/night appearances, and creature 'avatars' so some will appear wandering in the open.
For now, though:
- It can pick a creature from a list that varies by Sector. Each creature has an Appearance Value that defines how rare it is in the Sector.
- It can choose an appropriate object for the creature to 'spawn' at. At the moment, this is just in the form of a bush rustling - it looks for one on-screen or just out of sight and spawns the creature there. Walking over the bush initiates the wild encounter for the moment - I'm planning to do something different.
Now I guess I should work on Catching those creatures! Also needed is some system to govern the base Exp wild creatures get, which should be easily done by Sector control.
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Doors! And Signposts!
Posted 13th Mar 12, by Neuro
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3 Comments
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While the art may be terrible, I'm getting the basics of the game world in. Doors have IDs and Targets so I can easily have a door lead anywhere I want. All I need to do is jazz up the transition a bit, but that can wait. Get everything working first, then make it pretty!
Edit: Just got Signs in! Now I can tell the player anything I want!
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The game world
Posted 10th Mar 12, by Neuro
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I'm leaving battles to the side right now, and focusing on the core game world. Once again, there's little to show because this is mostly technical - but I'm making significant steps!
The game world will exist all in one giant frame. There's a system (implemented and fully functional) that goes through objects placed in the frame editor (things like doors or NPC spawn points, or animated decoration like a fountain) and adds them to an array based on which Sector they're in (think Towns and Routes in the Pokémon games). When the player enters a sector, objects in the previous sector are destroyed and appropriate ones are created in the sector that has been entered, based on the data from the array. The transition is instantaneous, and hopefully this solves any performance issues that come from using a giant frame.
That's it in a nutshell, anyway. I'm not really sure what to start on next, I'm basically trying to get enough core features to where I have a nice prototype to inspire more ideas, find out what's fun and works and what doesn't.
I think I'll continue by building a sample town (with NPCs!) and small 'wilderness' area and go from there
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