evildumdum Wrote:Ungawa Wrote:ValturNaa Wrote:That is something I personally would like to see also, if we can sort out the logistical problems involved with it. But it isn't coding that becomes the problem (that's just a matter of creating a few new classes inheriting from the general monster class). It's the sheer volume of drawing and animation involved. Particularly if you're using multiple variations of each monster. Every one one of those parts needs to be sketched, colored, and shaded in every possible form it might be seen in, and depending on the methods used to animate it, that could be a lot of variations. And then, it all has to be animated. Needless to say, that is a *lot* of work to get involved in, and we have only two people working on it right now. So, yeah. If we sort out the logistical problems and find we can expand the monster list, we'll look into it. Meanwhile, don't expect too many types.
That kind of makes me want to see how many you all want in the first place though. I'd expect 5-8 just to have proof of concept. You can change them around later, but that at least seems plausible and manageable with the resources you all have.
I'm afraid you have no idea what our rescources are and what is plausible. Your target of 5-8 monsters for proof of concept is absurd. That is a MINIMUM of 91 breeding animations plus everything else that goes along with it. Breeding season only just had 8 monsters after 4 years of development and hundreds of thousands of $ capital. We are a six man team working with zero funding right now and whatever spare time we have after work. I'm happy that you have high expectations but you need to ground them a little or you will be disappointed.
Bwuh?
I only figured you'd have one gender for the monster and maybe have one set of animations. If you're having two for them, then I'd have put the number down to 4-6. All I'm saying is that it's small to start with and expand as you need to. No need to bite my head off...