getting well stuck into this now
spent a few hours sitting around writing a full design doc, so i know what i need to code exactly, every skill, all the level exp amounts, what food exists and statistical values for it all etc.
because the graphics will be pretty simple compared to gigas, im chucking in lots of neat things i couldn't do before. coded in multiple viewports - which means you can zoom in and out in real-time, but also open new windows which show certain areas.. hard to explain, but it means if your about to do a cool move, or if one of your monsters is about to die, a little 'window' will appear which shows you that monster, or shows you the move zoomed up etc.
*ideas blatantly stolen from GPwar and RollerCoaster Tycoon*
coding in skills at the moment, they are devided into the following categorys
Ice Class
Fire Class
Earth Class
Water Class
Ninjetsu Class
before your monster can start learning the skills in each class, it has to first obtain the badge for that class.. which is where the little story mode will come in, the first four are pretty easy to obtain but ninja class (which lets your monster create shadow clones of itself, teleport, meditate etc) will be hard to obtain
This isnt pokemon however, and a skill isnt simply an attack with some stats and a cheesy animation. a skill is something the monster uses in and out of battle.
when you start 'learning' a technique it gives you a short description of how your monster can develop it (your monster cannot develop the skill unless its the one being learnt, so you cannot cheat and get the skills straight away)
The little plot of land where your monster lives (not sure what to call it yet, a farm or a dojo or something) is pretty interactive, it has a pre-rendered (well, pre-drawn in my case) background and then lots of objects scattered about.
for instance, in winter a tree will drop seeds, then next spring new tree's will start growing - if none of your monsters know how to chop down tree's, your plot of land is going to get very messy very quickly.
so that flame-thrower skill suddenly becomes more than just an attack move, eventually one of your monsters will probably try it on a tree - and when it does, if you reward it, it'll get in the habbit of flame throwing tree's for you and getting rid of them.
still very early and only using test graphics (my monster is a black cube), if your interested in beta testing drop me a line tho, or if your decent at graphics drop me a line too plz
Im doing ok with the spot effects for the skills, and the interface and emoticons bubbles, but for the backgrounds/objects and monsters i seriously need some artistic help. ideally if you have some 3D experience.
thanks