shames90210 Wrote:2. We need a concise set of gameplay mechanics and features that we wish to have. Obviously breeding monstergirls and guys, pregnancy and a market system are a must but things like dungeon delving for new monster types and taming could be others. Personally I love the thought of having a monster market and a way to get monsters aside from random travel events.
From the talks, it's going to be more or less focusing on breeding monsters and then combat. I'm not sure about exploration, but that could be a future thing down the line. And yeah, having like a market for monsters buying/selling would be good to have, along with other stalls that offer different things (like my previous suggestion of a restaurant-like place where you can feed monsters to influence stats).
shames90210 Wrote:3. We need to actually see what is salvageable from the IP and surprise the art isn't. style maybe, but the art is definitely a no fly zone. If we want to use the NPCs we'd either need permission from Hbomb or to give credit and state that we don't own the original IP for them and that this is our interpretation. The code is something that is gone as well. So really we have an idea and some gameplay mechanics.
I was actually thinking about that, more about seeing what is in the coding of the game and see if it's possible to translate it into a different engine. Of course one issue we have is which engine to go with as many are getting away from Flash, and we don't have a specific platform at this point. It may end up going to Ren'py if evildumdum is working on the coding, perhaps HTML since Elerneron suggested it or maybe Unity. Once we settle on the engine, then it's a matter of translating the game's mechanics into that... and how much of it goes into it. While it'll be good to have possibly a 100% translation, some things won't work in different engine and it'll probably be better to get something new in the process to not be called "rip-off..." despite our intentions here.
shames90210 Wrote:5. We need to plan things out. Where do we start? Who is needed to make the project more reality then dream? How are we going to go about getting the things we need etc.
Like I said, first off we need an engine. Next, what do we want to create with it? I suggest a very basic system with one monster in place for the time being, something where the player character and the monsters themselves can fuck and have that go on until it comes time to replace the monster. Or basically maxing out the monster's potential and then repeat the process. Basically get a very pre-alpha going to test things and show off what we can do.
shames90210 Wrote:I'd like to say that this list is my resume for wanting to be on the team/lead it but the list is a good base regardless. I'll put it out there that for right now I can devote myself to the project pro bono. I'm flexible and for right now try and cover what seems to be lacking right now which seems to be an artist and writer.
Actually we're missing an artist... sort of. I already expressed interest in being a writer, along with someone else, although he's far more busy with other projects. And while I could possibly do UI work, there needs to be more to the game than simply that, and designs are going to be key. And when I mean "sort of" there was another guy who expressed interest but his work load is slow at best. It's not going to be easy if we're going to be working around the clock and he can't keep up.
Also, since you have the Newly Registered tag, I suggest getting some extra posts in so that it'll make things easier for us to communicate down the line. I'll help get those approved, and check out the other threads to get your posts in. It shouldn't take too long on that.