vrijdag 20 december 2013

Status Update #1

What's up guys, Coballz here with another status update on our grand Moképon game release. First off, we need to set a few things in order for us to completely appreciate the following status update:

-    The game, as we designed it, will implement the Wii-mote as our main source of input. Implementing this, however, is quite a task. Therefore, we have not yet implemented it, and have instead focused on getting a working game as we want it.
-    From this point onward, producing new content for the game will prove to be much easier than to actually set up the game to be playable.

With this in mind: status update.

We have a working game! Yes, ladies and gents, Moképon is actually working at the moment. It's not much, granted, but we have a battle scene and damage calculation and such things. While the lead programmers were programming away, we made a few additional changes to the base of Pokémon so that our Moképon experience would be better for those who play it:
- Critical strikes have been removed. For those of you who have played the original Pokémon games, you will know how frustrating it is to crit an enemy when they're at less tham 5%HP, whilst you get 100%-0% from a single crit when you didn't want that to happen. Sucks. So removed.
- Pokémon leveling, as implemented in the original Pokémon game, has been changed. For this game to meet the actual 5-10 minutes gamplay target, we needed to make it simpler, so instead, we changed the feature to where you gain experience upon defeating a Moképon, and after a certain amount of 'wins', the Moképon will evolve or gain a new move, depending on what Moképon it is and whether it can actually evolve.
- Since the storyline of most Pokémon games are dreary, long, and not original (evil enemy team, 8 gyms, Elite 4, legendary Pokémon etcetera), we have decided to have the game focus more on the Battle Frontier part of the game, to the point where the game will be set in a yet to be named region, where you have 5 buildings where trainers await you. Besting all of these buildings and their respective Dealers (see what we did there?), you may advance to the Tower of Golfwang, where the Grand Master Golwfang appears to see if you are a true Mokémon Master.

Implementing these changes will not be nearly as hard as it was to actually create a working game for our midterm presentation. With that in mind, keep posted to be up-to-date with how the coming weeks of free time (holidays yay) will turn out for our game.

Coballz out.~

vrijdag 6 december 2013

First Update

So it's Coballz here, and we're back with a grand batch of updates. This includes the reveal of our grand project, a few tidbits of information and leaks, as well as the grand scheme of things. You'll get that in a bit.

But without further ado, we're going to get into the stuff here. First off, we're making Moképon a thing.

"Don't you mean Pokémon?"

No, we don't. We mean Moképon. Moképon is an adaptation on Pokémon, fair enough. But in Moképon, we're centering the battle part of the Pokémon franchise, and making it into an all-new experience for players young and aged. Whether it's mythical creatures or furry little bastards, Moképon has the creature for you. Which is, incidentally, a great time to show off some concept art:

Our first in line of concept arts, stemming from our wonderful arts department, this evolutionary line does not really fit the 'cute furry little bastard' line of thought, but does feature a lizard-looking line of Moképon, ready to pounce.

Second in line is one of our other concepted evolutionary lines, featuring a pupa-like Moképon, as well as her evolution. Seems a bit strange, huh? How a fox evolves from a pupa? Well, don't ask me. Ask our art department. They'll have the answers.



This one is the third in our pupa evolutionary line. Keep in mind that these are purely concepted, but you'll have to admit. They do look pretty bad-ass.








Another revelation is the one involving our Moképon typing. Basing Moképon off of the retro Pokémon Red and Green versions, there were no Steel-types, nor Dark-types in the age. Similar to those games, we decided not to include those. All in all, we made a few changes that are bound to drop yer jaws. Take a look:


As you can see, this table is much smaller than the one crafted from the original Pokémon series. We've decided upon a few things:

-    The Ground-type was stupid.
-    The Ghost and Psychic types had to be recombined into one type. Hence the Spirit type.
-    Normal-type was stupidly broken early game but stupidly underpowered late game. Had to go.
-    Ice had too many weaknesses. Had to go since we couldn't figure out what its niche would be.

Then there was a number of rules of thumb that went into crafting this here table:

-    Any given type should only be super-effective against two other types.
-    You can't punch a spirit. That's disrespectful.
-    You can't electrify a Rock. Plz.
-    Anything is less effective against itself, other than Fighting. They know eachother's weak spots as well as each other's strengths, so they're basically equals.

So that's just about it for this here update. Coballz signing off.~