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My own idea for a game<with art>

I've always wanted to see a game made that was either a monster battle simulator or turn based RPG but at least gives you the ability to customize your animal. It would have to be in 3D to make it easier to customize your animal/monster.

Basically, with the "evolutionary editor", you should be able to make any kind of animal, from quadrupeds to bipeds, from tiny orb things to large behemoths,<although the maximum size should be maybe 13' and smallest size 0'5. With this editor, it should be possible to make any of these animals.

animallife.png


http://i841.photobucket.com/albums/zz337/FragrantX/ANTAGONISTS.png

http://i841.photobucket.com/albums/zz337/FragrantX/Protagonists.png

Similar to how mech games allow you to customize your mech, except for animals, and in such a way that great extremes in forms can be made.

This game's main focus would be multiplayer, although there would be a story mode.

Also the story behind your monster is that it starts out as a featureless soul trying to turn into something, the world is inhabited by monsters covering a wide range of animals and themes for their forms<Mammals, birds, inanimate objects, or a mix of different things are some shapes animals have taken on.>

Your able to fully edit your monster from the beggining, although things like techniques and stats are stuff you have to gain throught story mode.<If its the battle simulator, the difference in stats between the beggining and when you max out is somewhere between 50% and 200%, while if it where a turn based RPG, that difference would be even greater.<Its lesser for the simulator due to the limitation of the human senses, I don't think anybody would be able to control something that moves at 500mph.>

In the story mode, those that never picked a form end up looking like this.

http://i841.photobucket.com/albums/zz337/FragrantX/BLAND.png

Some kind of organism with no theme. They fight in large numbers and are probably minions for evil animals with ambitions to rule the land/world. Or are just unfriendly looking village dwellers or something.

I've also written down a design document that explains how the battle system works and focuses on trying to balance it by devising a formula that would regulate attacks and determine what their cost is<so that no attack is greater than any other if it has the same stats.> In this way, there will be diversity of attacks, <or if this formula proves to really solve balance problems, then their should be a technique editor so people can make their own attacks, determine their power, speed, and other attributes without worrying about it being overpowered.

Either that, or I'll just make a story about the idea<either sequential/text/other> and make the game later.
 
Interesting idea. you've taken an age old gaming style and added a fairly new element to it. I'd be interested in becoming a art director or something should you find people to fill in other roles.

-programers-
-level designers-
-high polygon artists-
-VAs-

Honestly there might be enough willing people on the internet to start a small company as long as you work it as a partnership to begin with (or find someone with a lot of capital and tons of faith in you).

The story needs to be really fresh though, and there needs to be a good reason behind this mechanic you're implementing, or else it'll feel like a gimmick.
 
Honestly there might be enough willing people on the internet to start a small company as long as you work it as a partnership to begin with (or find someone with a lot of capital and tons of faith in you).

No. It never works like that. If you want to make your game, you need close associates with programming and art design skills, and you really need to know enough programming yourself to make this game. Capital is good too.
 
No. It never works like that. If you want to make your game, you need close associates with programming and art design skills, and you really need to know enough programming yourself to make this game. Capital is good too.

-has never made a game-

Though i'm sure there is someway to worm around that. Either way, do what you want! Figure out how to do it and have fun.

As you might know I'm a lover designing cartoony game characters like this (yay fakemon =P) so I'd be willing to do some art.
 
Right now, I don't know if I just want to write/draw the story the game is based off of and make the game in a year or two, or if I should just go ahead and make this game now and implement the story along the way<with some modifications from the original, to fit the player's role in it.> Also, if the player doesn't make/or is to lazy to customize their character at the beggining, during the intro mission of the game, you see a group of 12 different animals going off to fight some large force of mindless minions, and right when they engage this tidal wave of enemies, the game freezes, and at this point you pick an animal out of the twelve, with each representing a possible style of play<the number of possible styles based on combining stats, skills, and techniques will be as numerous as there are viable pokemon in its metagame.>

If done in 3d, that scene should look awesome, as when your picking a character, they should be frozen/paused in whatever attack they were doing, so you can scroll around and see it from different angles. It's probably better if I draw it out, lol. I believe this game will be epic, and the turn based version can be either 2d or 3d, but the simulator version is only possible in 3d.

I think I will go with the turn based version as it is probably easier to program and just as fun as a simulator type, although if I do so, I guess it will be up to the team to determine if they want to work with 2d or 3d?

How much capital would be needed anyways? 1k? 5k? 10k? 100k?! Although I guess it depends on the how many people you have on the team, the programs involved, the software, marketing, fees, ads, etc.

I haven't started anything yet other than the plans I've written down, although if anybody wants to join this project, then just post what possible role you might want in this and if you think it should be 2D or 3D. <2D is easier to make graphics for than 3D, at least from my own experience, although ironically, customization seems to look better in 3D than in 2D. It also seems to be more versatile to be able to edit in 3D than in 2D. Unless for the 2D version, you only plan to use images that are static, then it might be easy, but when it comes to animating, 3D will probably be far easier since you can mount any graphic on the same animation, while you have to individually animate every graphic that is custom, increasing the amount of time total for making the art of the game. At least, I assume anyways.>

The only other solution if it goes 2D is to limit the customization to just stat editing and make hundreds of individual monster types to pick from, with only their palletes being editable, and even if people have the same sprite, they will have vastly different stats and moves.
 
Story should always come first in an RPG. Game play is very straight forward -especially if you go turn based- or how should I say, there aren't a lot of decisions to make that don't involve the story heavily. But, if you know how to do the programing then you can do some demo areas to show off the game to gather more people -just use some simple place holder-. Another thing. You should make sure that, even with your mechanic idea, you are creating something fresh. Turn based is fine, but do it with some flare! Take a page out of Paper Mario's book or Mother 3, both turn based RPGs with a twist. Also, too many RPGs take place in fantasy lands with castles and such. Try to keep the setting and story fresh to!

Your first act of business, in my opinion, should be designing your main characters and developing a basic plot idea involving the setting, the issues concerning this world (go dark! make it a mature feeling game with so likable critters in it!) and why the main character has suddenly been thrown into this.

If you don't mind I feel like giving an Example. Feel free to use it in full or parts

Basic Plot Idea:

Story takes place in the future on an planet separate from earth. There are two 'factions' on this planet, one consisting of those from the old earth and the current inhabitants of the planet. It's just a stressful situation and in the midst of it all our hero, during a science exploration with his father, finds a new organism... and a deadly weapons facility created by the opposing race design wipe out all of human kind. His father, eager to find out were his son disappeared to stumbles upon the base, catching the attention of two alien guards. He is captured in front of his son's eyes while one of his fathers co-workers (who followed him and happened across his son) drags the child to safety. The organism found by the child happens to have great morphing abilities, and tremendous strength, agility, and intelligence.

Basic Art Style:

Thinking Edgy, but done in a cartoony way.

Basic Game Play:

Third person adventure based RPG.

Some Possible Sample Art:

To be added
 
Hmm. This idea is fairly interesting. I might be able to help with art, and possibly Sprites if it were to be 2-D. Currently I happen to be working on another game though, so if I did help out with this, it would have to wait until I'm finished with my current project. If this game starts to take shape though, I'd love to contribute. +)
 
To be honest, what I'm looking forward to the most is the game mechanics. This system is similar to a turn based game, but its vastly different at the same time. The fights are based on a universal meter that affects everybody. With this meter, things like interrupting your own attack, near miss dodges, and attack vs attack type situations are possible. It's more complex than pokemon at first sight, but when you think about it, you are usually managing six individual pokemons in a match while this game you yourself are a single monster<although in the turn/meter version, managing a group is possible, although frenetic and time consuming.>

It also gets rid of a lot of the flaws of turn based games. For example, using a weak attack vs a strong attack, save for the pp/energy usage, the strong attack is basically superior in that moment, so if two people exchange such attacks, the person who used a weak attack wasted a turn. The meter system fixes this. How? I would explain it, but the fact that I haven't seen a game solve this problem using this method that I have makes me want to say "Why didn't you think of this before!?" to all those thousands of RPGs that used turn based or other similar engines, and only focused on other things that everybody else focused on.

Anyways, the story is decent, but this system! I want to see people fight it out in this system! Technically, you can simulate even DBZ speed battles under this system. <Not something you can do in the simulator version. As no player can manipulate that kind of speed.> So there is no need to have super human reflexes in the "turn" based version of the game. And plus, there can be power scaling under this system too.

Basically you can start out at 10, and near the end, have up to 5,000. I especially like how I handle the way speed works in this game. None of that "you go last" type of thing, this thing allows for somebody who is fast, to actually demonstrate it in battle, and not just by "dodging" everything or attacking "faster".

My only question is, if this system turns out to be something never done before, should I post it anyway? Or should I only show it to people who work in the game and wait until the game is done before unveiling this system to the world?

I have had the "turn" based version for about 3 years now, initially, I doubted its entertainment value, but after a few modifications, it looks like it could be extremely entertaining. And because of the way its designed, it doesn't seem possible to make anything that will be broken<since specialists are balanced out by attacks being equally diverse and since any animal can learn a vast number of skills to deal with ANY situation, no matter what stat set you have, since there are attacks to make the best use of that stat set.
 
My only question is, if this system turns out to be something never done before, should I post it anyway? Or should I only show it to people who work in the game and wait until the game is done before unveiling this system to the world?

My only answer is, YOU SHOULD WAIT! jes show the people working on it.
 
Oh man, a full on game will take lots of time.

First and foremost, you need to get a team together.
Since this is an indie game, you'll need some people who can do more than one dedicated task. You REALLY need a team first.

The Basic Necessities
Programmers (People Who Can Code Basic Things, And Know Some Scripts To Speed Up The Process. They Plug Everything Together.)
3D Artists / Animators
Traditional Artists (Concept Art And Such)
Game Designer (The Main Man, Works With Everyone To Help Keep His Own Vision. Basically the Instructor to an Orchestra.)

Once you get a team, then you can start everything.
I'd reccomend creating some storyboards, general skeletons for the gameplay/direction/etc. Just type up a big summary of everything.
Get everything together, prepare, and estimate how long you think it will take to complete the game. Once you have a general timeframe of how long it will take you to finish it, double that.


I know you guys certainly like talking about concepts for the game, but you need to a team together so you can actually implement the concepts.


I would love to help you, but I'm currently busy working on my own game.
I hope this helps a little, this is from my own experience and advice from other people.
 
Game design happens to be the only other thing I'm insanely interested in, <other than art and writing>, but somehow, I feel like I can do better in game design.

I have some "screenshots", although I will only briefly explain whats going on, and I purposely left only a few stats of the attack showing on a certain page, since the attacks are controlled by various parameters to determine how they act out in battle.

The meter at the bottom is universal and shows when somebody had attacked and how long the attack lasts. The dot shows the optimum time for attack of the other player.<Although you can attack at any moment, although its best to wait for when its most optimal to do so.> It's hard to explain while trying not to reveal the intricate details of the system.

The camera is freeform through out the battle, which is something I like about it. Sometimes its on auto, and sometimes the player can manually control the camera<like when they're waiting for the opponent to pick their technique.>

If I manage to get a team, I will give them the document explaining the system.

Anyways, heres some drawings.

http://s841.photobucket.com/albums/zz337/FragrantX/game/

Some of the pages show how it would play out. For now, I'm leaving the menu like that, but I'll probably have to re-organize it later. It's divided into three categories, and two options to make the fight flow quicker. You can also do things like chain attacks, combos, and even make your attack repeat until the opponent interrupts<if it doesn't make sense, then you would have to see the document to understand.:X>
GAME2.png
GAME3.png
GAME4.png

You can also see the attack the opponent is using.

Anyways, is it understandable from those illustrations how the fight plays out? If not, I'll draw more. Anyways, I'm not afraid to reveal this aspect of the game, although it does hint at how the "universal meter" works and how the system is dynamic enough to allow you to pick to either dodge, attack, block, etc an attack. There is a lot of things about this system that I like and haven't seen ever done in a game.

Also, something neat about the system is that once you've finished a fight, when you see the replay, it will be nothing but a seamless sequence of techniques, attacks, and moves with no pauses since when you "picked" your attack while playing, it happened in absolutely "no time" at all, so it won't show up in the replay. The replay will depict the battle as if all the choices had been made in a split second like if it were a fighting game or simulator.

I won't dwelve in detail about the other meters involved and that are affected by the "universal meter" system, although, know that they exist! It's even hinted in the "screenshots". Although, maybe because it isn't simple to understand might make the game daunting to some? Although,
I don't think it should be too hard to learn as you only have to manage the animal you design. I guess this system was born from my disinterest in all the other existing system<how many times can a person tolerate things like "hax", overly broken combos, types or classes with glaring advantages over all others? Lag!?>

What do you think so far? Exciting? I personally can't wait to see it<if its ever done.>

Also, instead of the standard, tried and true stats found in most RPGs, the stats in this game are different. They are divided into three categories, PHI, POW, and PSI.

GAME6.png

PHI being represented by the fist, POW by that spark, and PSI being that orb shaped thing. In each of these categories are more stats, and thanks to these stats, things like "POWER UPS" and other non offensive techniques are able to be determined in a way that has numbers and not "Boost your attack by 200%...for the rest of the match." Such things cause imbalances in my opinion, so how long a boost lasts is determined by the user of the technique.

Also, Offense refers to all attacks of an offensive nature<although they can be used to nullify, weaken, or VERSUS another attack, so the saying "the best defense is a good offense" is possible in this game, for those that don't have any defensive techniques or don't have the stats to support such anyways.

Defense refers to all defensive, non-lethal techniques, like dodging, parrying, blocking, shielding, reflecting<although if you reflect an attack to your opponent, its lethal then.> and other techniques of a similar nature.

Special refers to attacks that boost your stats, decrease enemy stats, healing, traps, environment effects<barriers on the land, etc>, seals, marks, and all other techniques that don't fit in either Offense or Defense.

I must mention, there are no techniques that are "self-sustained", for example lets use "SWORDS DANCE" from Pokemon as an example. Once done, you have double attack for the rest of the match until you switch out or somebody uses a technique that lowers your stat. A "swords dance" in the game would be limited by the user's own energy, and its duration will be determined by that. So basically, if you have attack that boosts your strength, you would have to use it just before you use an OFFENSIVE attack, as to use if efficiently, you would have to use it in BURSTS, otherwise you would burn out of energy in no time.

Another thing about this game, if you have somebody who is insanely fast, and somebody who is very slow, the faster animal could technically attack 100 times before the slower person would be able to attack. Although, instead of choosing the same attack 100 times, you can pick for that attack to chain to itself until the slower animal interrupts with their own turn. So the 100 hit attack would happen in a second or two, granted the animal attacking has the energy to support it, and no ally of the slower animal interrupts.<Like if somebody threw a fireball at the attacker, your attack would stop and maybe you have already done 50 hits, you will have the option to either keep attacking and take the hit, or interrupt your own attack and switch to a dodge technique, if you have the energy to do so. Although, if you had no energy, then an attack from somebody else would hit you without a menu popping up and pausing the game before the attack hits.

And yes, if your animal has energy, the game "freezes" or pauses right before the attack hits you or within your optimum dodging range. Your options that are available are determined by how much energy you have.

Anyways, things like that happen in the "universal meter" system. I don't know if to even call it turn based. And in my mind, in 3D, it looks impressive.


Also, there are three kinds of body, based on PHI, POW, and PSI. If you use PHI, you have a normal body, if you use POW, your body is made of an element<fire, liquid, lightning, and so on,>, and if PSI, the body is transparent, translucent, or opaque, kind of like a ghost or ethereal thing.

GAME9.png
GAME10.png
GAME11.png
GAME8.png
GAME7.png

Yeah, there's "weapons" in this game, but not as "equips" as equips don't exist. "Weapons" can be made by either using a technique or in the other features that I haven't revealed yet about the system which I'll keep under wraps for now.
 
Do you mean types that determine damage modifiers?

The PHI, POW, PSI bodies determine not damage modifiers but your main "pool" of power, which will be explained in the document. PHI, POW, PSI, might determine damage modifiers, although that's up in the air and in the "undetermined" section, since everything there is because it might cause an imbalance in the game. Like another thing that is "undetermined" is INT vs FORM. In which INT determines how many techniques you can know, <the more complex, the more space they take up>, while FORM determines the maximum stat total you can have. It's suppose to be for showing that having many techniques with low stats can match somebody with only 1-2 attacks but high stats. Although, since its difficult to determine what number of techniques would be equal to some stat total, I leave it as "undetermined" and presently, anybody is able to learn an equal amount of techniques<although, still based on how powerful the technique is.>

Although, as you can see from the illustrations, there are types that look humanoid, insectoid, ball shaped, beast shaped, and many other body forms. Although so far, other than in the editor, when your picking the body shape/form, there is no in game labels for when you make the animal, so the system won't classify it as anything, although if the team wants the system to label an animal based on what their most similar to once their made, then that's good too.

EDIT: I'm not familiar with SPORE's creation system, how flexible is it? Also, this game has an attack editor as well as an attack maker, for those that want to make customized skills<like picking the color, element type, shape, speed, and other parameters.>
 
Do you mean types that determine damage modifiers?

The PHI, POW, PSI bodies determine not damage modifiers but your main "pool" of power, which will be explained in the document. PHI, POW, PSI, might determine damage modifiers, although that's up in the air and in the "undetermined" section, since everything there is because it might cause an imbalance in the game. Like another thing that is "undetermined" is INT vs FORM. In which INT determines how many techniques you can know, <the more complex, the more space they take up>, while FORM determines the maximum stat total you can have. It's suppose to be for showing that having many techniques with low stats can match somebody with only 1-2 attacks but high stats. Although, since its difficult to determine what number of techniques would be equal to some stat total, I leave it as "undetermined" and presently, anybody is able to learn an equal amount of techniques<although, still based on how powerful the technique is.>

Although, as you can see from the illustrations, there are types that look humanoid, insectoid, ball shaped, beast shaped, and many other body forms. Although so far, other than in the editor, when your picking the body shape/form, there is no in game labels for when you make the animal, so the system won't classify it as anything, although if the team wants the system to label an animal based on what their most similar to once their made, then that's good too.

EDIT: I'm not familiar with SPORE's creation system, how flexible is it? Also, this game has an attack editor as well as an attack maker, for those that want to make customized skills<like picking the color, element type, shape, speed, and other parameters.>

SUPER POSSIBLE. :O

EDIT: This flexible.
 
Do you mean types that determine damage modifiers?

The PHI, POW, PSI bodies determine not damage modifiers but your main "pool" of power, which will be explained in the document. PHI, POW, PSI, might determine damage modifiers, although that's up in the air and in the "undetermined" section, since everything there is because it might cause an imbalance in the game. Like another thing that is "undetermined" is INT vs FORM. In which INT determines how many techniques you can know, <the more complex, the more space they take up>, while FORM determines the maximum stat total you can have. It's suppose to be for showing that having many techniques with low stats can match somebody with only 1-2 attacks but high stats. Although, since its difficult to determine what number of techniques would be equal to some stat total, I leave it as "undetermined" and presently, anybody is able to learn an equal amount of techniques<although, still based on how powerful the technique is.>

Although, as you can see from the illustrations, there are types that look humanoid, insectoid, ball shaped, beast shaped, and many other body forms. Although so far, other than in the editor, when your picking the body shape/form, there is no in game labels for when you make the animal, so the system won't classify it as anything, although if the team wants the system to label an animal based on what their most similar to once their made, then that's good too.

EDIT: I'm not familiar with SPORE's creation system, how flexible is it? Also, this game has an attack editor as well as an attack maker, for those that want to make customized skills<like picking the color, element type, shape, speed, and other parameters.>

By types I just mean classifications. Also I feel that you are suggesting a game without a human hero character. I feel that entirely having this customizable organism sounds... tacky. A strong human protagonist controlling this beast as a pet, or something along those lines, feels more realistic. Also the human counter part can have it's own strategical influences (like the ability to use healing items and certain trap like gadgets or something)
 
id reccomend starting to draw some of the NPC's and other characters up on a computer and trying to make them 3D, you have to make sure they are engaging to the player.
 
Quimic Vital: That IS flexible. Although, can that system make it so that you can make the head the body<in some of the art, there are monster types shaped like orbs, and they're eyes, mouth, arms, and legs are all on the same part, which is a head/body. In my system, you can make round shaped people with no heads, their eyes, mouths, are all on the body itself. Although, they do have that thing of changing a parts morphology by moving the mouse around. Although their should be the option of changing it to a greater mass, to make it either appear to be getting fatter, or appear to be getting fitter, although going backwards would just be to get skinnier like in that system.

pkmn-taicho: Yes, I am suggesting a game without a human hero, in fact, there are no humans. :O Just humanoid looking monsters, but no humans. You basically take the role of an animal and edit your appearence, abilities, size, powers, and other attributes.

Although, I will say I played with the possibility of making it so that the animals are manipulated by humans. Of course, I only thought of this out of possibility and fun<since the interaction between human and pet/animal/monster is hilarious>, since if I did it that way, people would think its just another "digimon" or "pokemon". And an edge about my game is that it's has some originality in that the monster is independent as well as able to think and talk. :P<Basically, the animals have the role of "humans" in that they run their own towns/lands, culture, ideologies, and all that other stuff.

Anyways, if a human counterpart was involved, from my old notes, it would have to be a "special" kind of human, with some kind of supernatural ability to be able to control the animal. Especially since the game is suppose to move at inhuman speeds and reaction times, the human would have to be sending their commands via thoughts to their monster in order for the game engine to go unchanged without having to be modified to fit a human<a human wouldn't be able to verbally give a command in a split second before the monster is hit without being able to talk at super human speeds, in which case it would sound like somebody on fast foward/squeaks.> XD


Maylene: I tried learning 3D months ago, after 3 hours, I still wasn't able to make anything decent, I should have spent those 3 hours doing something I was already skilled at, like drawing. XD I would have to make 2D art if anything.
 
hmm yea 3D art is really hard, i would reccomend 2D something like little fighter, that'd be stacks mad and im sure it wouldnt be that hard to produce but anyway good luck man.
 
Primal. I'm really loving your idea. I want to be in on this in some way, though I feel a human counterpart is a necessity. There is a reason why so many games with strong plots feature people. It's because it's something people can relate to. If you don't mind I'd like to draw up some human characters, and possibly play around with a few plot oriented story boards. If you have any plot ideas at all, I'd like to hear then as well. What's your setting? The issue?
 
Here are some other examples I have that I didn't want to reveal, but it shows how the "interrupt" feature works in the game<possible if the animal has the energy available to do a move at that instant, as well as having the other stats needed to make it possible, which is under wraps for now, as it would reveal the PHI, POW, PSI system that I'm trying to hide.

GD1.png

So when your attack is about to clash with another animal's attack, if you press the react button before it hits, you can freeze that moment and have the attack menu appear<of course, if you have energy available to do the move, if you have no energy, the game won't automatically pause before an attack hits you and you can't use the interrupt feature at all, an X will appear in the corner if you press the button to react to an attack when there's no energy.

Anyways, a feature about this game is that your able to interrupt your won attacks if you have the energy and other stats for it, so you can do feints and other neat things. If you decide to interrupt, the moves that you don't have enough energy for will appear to be faded out. The free roaming cam will always show an attack from a different angle, so watching an attack won't turn into an exercise in redundancy like how other games in 3D seem to reuse the same angles over an over again instead of taking advantage of the ability to see from all angles.

Anyways, if you decide not to interrupt your attack, both animals will clash, in this state, if both attacks have about equal power, they will fight it out until either animal runs out of "energy", while in this state, you can keep adding energy to your attack, "interrupt" with a special to boost stats for an instant and give your attack even more power, or break the clash with another technique.

Also, there are different ways to attain the same attack power with different stats. For example, here is whats going on with the animals.

Dragon vs H-bug

The dragon achieves its attack power of 1359 by using Dragon Fist, which has a power of 130, off a strength stat of 250, <to keep it simple, I'll just use the strength stat.> For the bug, it's attack has a power of 150, while using two different attack stats at the same time for the technique, Mystik Power<138> and Strength<80> with Mystik being a substat of POW and Strength from PHI.

Anyways, they manage to get near equal attack power when momentum and other stats are involved. To break this near tie, they would have to either manage their energy well in order to win or use various techniques that would make use of their unused stats in order to go to their full potential.

If the bug wins, it would probably be because it used a "power up" type technique from a special interrupt, while the dragon would win in a similar manner, although if both are able to match the others power ups, then it would depend on who has the better skill when it comes to techniques and energy management. There's more to it, although I don't want to reveal that much info just yet.

I know I'm forgetting to explain something basic from that image example.

Anyways, even under the same theme, an animal can have different forms, and there is even more types and forms between those. Also, all the animals you see in these images, happen to be NPC's from the game's story itself. I won't say who is a antagonist and who is a protagonist. Those would be spoilers after all. :X

GD2.png

GD8.png

GD7.png

_________________________

Maylene:If done in 2D, the customization would be difficult unless the graphics were done as static images, and although the system would still work, the free roaming camera feature that would make things look epic wouldn't be present.<Like the game freezes just when some animals foot is about to hit some other animal in the head, from a dramatic angle, and the animal is able to dodge afterwards by just a hair width.>

Pokemon-taicho:When I start up the game, I will let you know, so far, the story is 1/3 of the way through, although, I'm using my old notes from this older story I wrote about almost the same thing, although there are differences that aren't present in this story. I'll probably also re-use villains from there too.

These are the initial bosses in the game, the final villain far more powerful. I'm still thinking if I should go with an ending similar to my old story where the power scaling gets to the point where animals move at the speed of sound or if I should keep it tame this time and limit the higher levels of power to 100mph, 10 ton boulders being flung around<instead of 1,000 ton mountains like what happened in another story>, and other things that is possible in the system, although makes writing the story more difficult the more powerful everybody gets.<Near the end, they travel between planets and fight deity level animals, by that time, stats are at insane levels. Of course this time, I told myself not to go overboard and to keep it sane.>

Anyways, about humans, I have written stories with humans, but never humans and animals, it's either stories about humans with powers, or stories about powered animals.

Anyways, here are some of my own human designs, although its fan art I made of my favorite games, it's just to get an idea of my style.
FemmeLynx.png

ReijiMitsurugiandIchijouMikumo.png

File0525.gif
lynxes.png
lady.png

femee.png

ladyyyyy.png

Scicky:Thanks, I'll start when I have everything ready. Yeah, that's the H-bug, I like hercules beetles, stag beetles, and any horned beetle. It also happened to be in the interrupt example since I wanted to demonstrate his H-horn attack in more detail. I drew him twice in the other page for a reason. XD
The robot is a metal type, his theme is an "armor" to demonstrate that some animals have themes that aren't based on a living thing.
 
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