I’ve been working on this game for a week now and I think it’s time to start posting my progress here on the WIP forums!
About
Creacorp is going to be a game inspired on the Pokémon franchise games for portables, well, I always wanted to make a Pokémon game remake (although I worked on one 10 years ago in 3dgs, time flies), but I decided to work on my own game now, and the game will also be inspired on similar games like Dragon Quest Monsters Joker and other games that I will not quote .
The game will have lots of things similar to Pokémon BUT it will also have lots of things different too (it will not be a ripoff, I swear). The game will feature a time and weather system, some events will only happen in determined hours of the day and in determined weather conditions too, for instance: some creatures will only appear on sunny days and between 9AM to 3PM, also some NPCs will only appear in some places if some of these criterias match too. Some creatures will be walking/flying/swimming around the map and the player will be able to see them and walk towards them to start a battle and there will be other that will automatically triggers a battle if the player is not able to see too much like in tall grasses, sea, dark caves, ponds, etc. The game will be 3D and will have a huge world.
The last “big” project I worked on was this game, it was programmed in JavaScript so I will be learning a lot since I will be programming in C♯ now!
Hey guys! After 3 DevLogs posted on the blog I will share here a brief of what has been done in the project.
(The top ones were the last updates)
Weather System:
This is one of the little systems I’m working on, it will dynamically control all the weather effects based on the current WeatherState, this weather state will smoothly transition to another state changing the amount of rain, fog, mist, lightnings, wind direction, rain speed, etc.
https://yorkgs.files.wordpress.com/2015/11/rain-with-splats-fog-and-mist.gif Footstep effects:
This one will spawn effects based on the texture of the stepped mesh renderer/collider
it is also possible to only spawn some of the effects if the player is running or vice-versa.
It is also possible to set multiple textures on the same profile, so it will spawn the same effects on different textures. Dialog system:
Still a very simple system, so nothing special, the only “special thing” here is that if the next word is too big to fit on the same line, it will starts to appear on the next line automatically. It also have multiple choices. Game Time system:
The game time will only rotate the sun light, the real deal is that the current weather state being used will dictate the sun light color and intensity, so if it’s a cloudy day, the sun light will be grayish and with a smaller intensity than sunny days, if the time is clear but the next weather state is rainy, the current sun light color will be a lerped value between the current and the next weather state sun light color using the normalized remaining time of the current weather state as the parameter of the lerp function, of course the entire day doesn’t use the same color, it’s a gradient being evaluated. (This gif is an old version, it’s a little bit better now)
I really like the effects and other system you’re working on, it already feels like a game which will have much love!
Will be cool to see the result, I enjoy remakes too!
I made this little concept, it’s been a long time that I don’t draw anything.
I made this drawing just to know which style I will choose to draw my concepts, sorry for the inconsistencies on it, mainly on the left eye, it looks weird, I know.
Hey guys I got a new devlog on my blog: Private Site
This is the model I made based on the concept I uploaded, but it is also ready for character customization, every piece is separated on a different mesh, the hair, eye (pupil styles), clothes and etc. Some parts will be customizable through blend shapes like the nose, mouth and eye shape.
Of course it still needs some tweaks and polishes (this is the third place that I type this ), do you think I should add some normal maps (those I’m using are generated by Unity using the textures), will it look good in an anime themed game? What do you think?
Cheers!
And now, I will work a little on the battle system!
Hey guys, I just posted a new devlog on my blog about how the battle system is coming out:
About 6vs6 fights, multiple players in the same battle (3vs3) how I will treat moves use (instead of PPs, each move will have a move cost and each creature will have a maximum move points to spent and that will change by level) and many other things, I hope you guys take a look and maybe give some feedbacks: https://yorkgs.wordpress.com/2015/12/13/devlog-5-battle-system-prototyping/
Hey @SkyTech6 ! Thanks for replying and for the kind words!
I never heard about this game before, I took a look at some pics and now I will watch some videos of it, looks interesting! So, I really want to pass that pokémon feel, that’s why I will try to stick in that pokémon style, in everything I will do!
Hi @SkyTech6 ! So, I worked a lot on the battle system and now I’m creating some creatures! Here are them:
and:
The battle system is getting very nice I think, like I said how it was going to be, there will be 6vs6 battles in an imaginary arena of 2 rows of 3 lines where the creatures on the back row cannot attack the enemies with moves that makes contact if there are creatures if there ally creatures in front of them, the same happens if you want to attack creatures in the back row of the enemy with any of your creatures in the front row but there are also creatures in the enemy’s front row, it works almost like Disciples 1 & 2 battle system, but of course there are several other small rules and different than Disciples you will be able to teach your creatures moves and use them in battle, s basically my battle system is a mix of Pokémon and Disciples, everything I said was already implemented, status conditions (poison, paralyze), volatile status conditions (confusion, flinch) was implemented but there are still a couple of things to do. The player is already able to use items but not all the items effects was coded yet (actually, just some), but I know that there are still A LOT of things to do towards this, I will not show it right now because only the core of it is working, camera takes, animations, vfx, all of this was not implemented yet so the battle doesn’t looks exactly like a battle (except for the hp bars :p).
When I finish modelling like 12 creatures I will animated them and put on the battle and also start working on the game world creature spawning system, like I said, some creatures will be spawned and the player will be able to walk towards them to engage a battle.
Yay awesome! I’ve actually kept Unity up all day waiting for your reply haha.
I’m glad to hear that the battle system is coming along. 6v6 is a pretty large scale, but if done well might be super fun. Just make sure it doesn’t take so long that players will start trying to avoid battles (Something I started doing once Pokemon added more than 2v2).
And yea, I understand gameplay not having that “gameplay” look so not wanting to show it. My game is all dev-art but so far along in coding that I want to show it but it will be judged for not having a game look yet haha.
Also that flying bug, I think the model would look better if you did that tail design from your concept art. His model’s body looks really flat and dull with just that solid gray-blue.
So, these 6vs6 (anything above 1vs1) battles will be very uncommon to say the truth, but I need to give them some attention too since the player will be able to battle with his friends the way he wants and I want to make it play nicely too, there are some things that I forgot to mention about the battle system, there will be moves that hits different slot sets, some will hit only a single creature, others will hit the selected creature and all the others around it, other moves will hit the selected creature and the others in the same row and so on, this also counts for moves that a creature can use in its allies and in itself, a move that recover the hp may affect creatures around the creature using this move too, also, every move will have its damage/effect power share, and that could be like: the main target will receive 50% of the damage and the additional targets will receive the other 50% divided between than, again, and the secondary effect that may damage the user, recover the user’s hp, and so on, the damage sharing, slots affected, all that also applies to secondary effects too, each move will have 2 configurable effects, all this was already implemented too - but I still need to set up the moves which I’m not going to do now, just some temporary ones to test the system. And I think this will make the battles a little less tedious, 1vs1 battle will still play the same as the Pokémon ones though.
Of course, we don’t need to make it look like the final version but in my case the only thing that is moving on the screen are the menus and the hp bar, really, all the action is under the hood.
About the flying bug creature… I decided to not put those stripes because it would look like the aedes aegypti mosquito, this sounds stupid I think but well… better avoid that. Anyway, I will add another detail to the tail later.
I just saw a video, never heard of this game before, and yes, it looks like a lot, the difference is that you choose all the actions for your party and who will attack first, second, third and etc is decided later based on creature speed, move priority or action priority (running from battle goes first, using items goes second, switching creatures third and etc) like Pokémon!