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What goes into making a mob...
What goes into making a mob...


Vael Victus
"See you, fantasy monster game."
Posts: 2201
Vael Victus's avatar
Apr 24th - 02:39
I just thought I'd let you know why it's not exactly the easiest to make mobs in MonBre. Tiles are easy as long as I don't need to rip new ones.

First, I make them appear in the world. Easy stuff, I just have to basically design them. Then I have to make their stats, which should be genuinely balanced and should provide variety. (so no copying and pasting, I have to think about it) Then I do their equips, which are really annoying 'cuz I have to match the equips to their stats, and also I have to put the prefixes and suffixes on the equips. Then I've got to program their abilities, which I admit is fun, and then write their death texts.

Obviously making areas is even harder 'cuz I ALSO need to do the minimap for it and the tiles.

So yeah that's why it's not like I can just boom boom boom these things done.

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MonBre is an unlisted game of Tinydark Studio. Personal Website: vaelvict.us
                                                                                                                                                                                       
Vael Victus
"See you, fantasy monster game."
Posts: 2201
Vael Victus's avatar
04/24/2009 14:47
oh Mokal that sounds like I'm whining. I mean to just say how it is! xP

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MonBre is an unlisted game of Tinydark Studio. Personal Website: vaelvict.us
                                                                                                                                                                                       
Frank Lux
"Hello Motto"
Posts: 167
Frank Lux's avatar
04/24/2009 14:48
Mmmm... that sounds quite complicated, by compared to the other things in MonBre is it the most difficult thing to do?

How about an algorithm or something like that to do, say: "If mob is level 15 it's stats will be a random between this and this"... just saying



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Screw this, I'm going a-back to Italia!
                                                                                                                                                                                       
Demi Lune
"The what now?"
Posts: 909
Demi Lune's avatar
04/24/2009 23:10
That would defeat the purpose, though. X level = y stats just wouldn't feel like there was love and care put into it, you know?

That being said, we appreciate all the work you do for us Vael

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But when that call never comes, it's time to face what you've become - there's no point doing all of this, unless you know you're having fun.
                                                                                                                                                                                       
Frank Lux
"Hello Motto"
Posts: 167
Frank Lux's avatar
04/25/2009 00:46

Rakki Lesthys said:
That being said, we appreciate all the work you do for us Vael


Don't put words in my mouth! But yes, I totally agree with you, Rakki

P.S. What if the algorith was based upon LOVE?

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Screw this, I'm going a-back to Italia!


Edited once on April 25th, 2009 00:47:12 by Frank Lux
                                                                                                                                                                                       
Vael Victus
"See you, fantasy monster game."
Posts: 2201
Vael Victus's avatar
04/26/2009 20:17

Frank Lux said:
P.S. What if the algorith was based upon LOVE?


... in the holy name of Mokal, he's got it!!

Haha, but no, I could not do that. Because MonBre has random spikes in difficulty, like there will be a decent spike from propton to Al' Gio. Also, I do like to add uniqueness to the game, so like I made a Bulletbird, which has less defense but more speed, and then I made a big tank character, etc. etc.

And actually, Frank, I suppose it is the toughest thing to do. Even if I think about Minimaps, they're really not -that- difficult. Tiles, same thing.

I think the closest to making and populating an area with mobs would have to be quest design, and it's mostly just because I have to use what creative skill I have.

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MonBre is an unlisted game of Tinydark Studio. Personal Website: vaelvict.us
                                                                                                                                                                                       
Demi Lune
"The what now?"
Posts: 909
Demi Lune's avatar
04/26/2009 22:17
Frankly, I'm not surprised it's the hardest thing to do, because each little area has to have its own 5-6 mobs, and there's a huge amount of different areas in the whole game.

It's nice that the different mobs are more than just the same thing with increased stats/a different color, like most RPGs since the dawn of Dragon Warrior (Dragon Quest for the purists). Even Pok�mon with its 500 (maybe?) different guys doesn't really have unique enemies, since there's a limited number of moves and such. I can only imagine the time it'd take to give every single pok�mon a different move list, with no repeats, which is exactly the point I guess.

Typically they just have fire/fira/firaga, add to applicable monsters, move on. Cuts down development time, but it does make for cookie cutter monsters.

It wouldn't be horrible to have that, but I don't think that's what you want for MonBre, so there's probably no point in following everyone else's example.

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But when that call never comes, it's time to face what you've become - there's no point doing all of this, unless you know you're having fun.
                                                                                                                                                                                       

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