Tuxemon Story/Ideas

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By josepharaoh99 7 Jan 2016 22:02

Champion · 295 comments

Hey, guys, it's me again! Over the past few days, I have been brainstorming for a good Tuxemon storyline, since the campaign is still kinda vague. I have come up with what I think is a pretty good plot, so here goes (and sorry if this is a lot to read)
   First, this is how the story would start:(with a map where the player is on an Above Player tile so he is not seen; and he is frozen from movement)
   Boss looks into space: Martin, this world is too strong for us to take over right now.
      Martin (right hand man): What do you suggest, sir?
      Boss: I suggest that limits be set on how many Tuxemon people can have. Tuxemon will be taken from the wild, and people will only be able to get them after buying them from        stores-our stores. And they will have to sign papers to receive them. Soon, we will own all the Tuxemon in the world, and the world will be on their knees, looking up to us. Then we can easily grab the whole world as ours. We will rule the world.

                                                     SCREEN FADES; TUXEMON LOGO SLAMS INTO VIEW; PLAYER IS BROUGHT TO MAIN MENU
This captive world is where the player starts. So, for a global map, I will use this diagram:
ONG5kJT.png
Center is map1.tmx. Here the player gets his first Tuxemon by what would almost seem divine providence. Then he runs into the Creative Commons group. As it turns out, no one in the CC group has any Tuxemon, so the player is elected leader. His goal is to find all of the copyright leaders holding Tuxemon captive and release all Tuxemon back into the wild, toppling the seven pillars of captivity. So here's how the order would go-go to World1, get a pass to World2, go to World2, get a pass to World3, and so on. At World3, you defeat Martin, and the Copyrighters flee from the earth to distant planets. This would give a sci-fi/spacey appeal to those who love that genre(including me). You go from the station to other Worlds/Planets. Maybe even have an interface allowing you to highlight a planet and select it. Also, we could make an animation of the player flying off in a space ship.
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Okay, back to home. World1 would be Rock World. Rock World. Rock World has a medieval setting with lots of peasants and knights. It will have a town, a city, a mountain, and a castle(where you fight the first boss). See below diagram:
l14c7uF.png
In the town, you hear of a monster that's been terrorizing people. If you catch him, you are given an item to help you get into the castle. There will also be other secondary quests to help you get into the castle. When you do, you find the boss, defeat him, and release the first wave of Tuxemon into the World1. Maybe even have an interface showing the player's progress with releasing Tuxemon.
rruwtbP.png
Also, each world would already have a few(but just a few) species of Tuxemon already in the wild(they managed to escape captivity) so that the player can catch more Tuxemon before beating the boss.
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Okay, so let's go on. Each world grows successively harder and builds more suspense for when the player reaches the final world. Here are some ideas for planets:
Ice planet, Fire planet, Jungle planet, Egyptian planet, Technology planet (based on Leo's map idea). In the Egyptian planet, you find the ultimate boss. Maybe there will be a big bazaar where you catch wind of suspicious activity in a field of pyramids(where you find the boss).
So, the overall idea is to release all Tuxemon to the wild I also want to use everyone else's ideas- if you have any ideas on how to combine plots, let me know.
One main problem I see is that the player will have to wait until after he defeats a boss to catch all the Tuxemon in the area, but when he's defeated the boss, he's also going to want to go to the next world...so, I don't know.
If this was to work, though, some contributions will be needed. See the following:
1. NPCs (knights/peasants/monster that terrorizes vilage)
2. Rock/Stone tileset
3. Lots of maps! (if you want to contribute here, and if this ideas is approved, I will try to get some specifics out)
4. Items that would let you get into worlds or the castle(passes, swords, and so on),
Okay, thanks for reading through all of this! And be sure to give some input(I'll need some)

Last edited by josepharaoh99 (9 Jan 2016 00:20)


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By bitcraft 8 Jan 2016 06:28

Champion · 167 comments

I do like the overall spirit that follows the free software movement, but I'll just say that if the message is too explicit, then it would turn a lot of people off or seem really hokey/corny.  The CC group, for example, maybe change the name so it isn't Creative Commons, but something whose initials are CC.  Leave out references to free software, except for subtle cameos.  Just my opinion.  The releasing from captivity theme is fun, as it kinda takes the Pokemon storyline into an alternate universe where Team Rocket/etc have captured and controlled all the pokemon.

I don't really like "divine providence".  I think pokemon games have a pretty standard way of introducing pokemon, trainers, the various professors and assistants.  Its a part of the experience, and I think it would be better to follow that formula.  Except instead of professors, it could be "leaders of the underground 'free-the-tuxemon'" movement.  You would have an assistant of some leader meet you somewhere along the way, advancing the story line, etc.

IMO, if you/somebody were to do a mini game with just the FOSS/CC theme, complete with FOSS jokes, artistic rendering of popular software as Tuxemon (GNOME as a pokemon that looks like a foot?  except it has no toes, because they are too complicated for normal users.  KDE constantly crashes during battle, systemd is a number 1, linux-mon as a pine tree with patches all over it (get it?).)... that would appeal to nerds and be interesting if kept short.  Anyway, just my opinion, again.

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By tamashihoshi 10 Jan 2016 16:14

Champion · 251 comments
bitcraft wrote

I do like the overall spirit that follows the free software movement, but I'll just say that if the message is too explicit, then it would turn a lot of people off or seem really hokey/corny.

I second this.
Gotta free em all! Tuxémon!

josepharaoh99 wrote

So, the overall idea is to release all Tuxemon to the wild (...)
One main problem I see is that the player will have to wait until after he defeats a boss to catch all the Tuxemon in the area, but when he's defeated the boss, he's also going to want to go to the next world...so, I don't know.

Well, it shouldn't be such a problem. I doubt that the cathedral will catch tuxemon which are uninteresting for them. I think they would catch uncommen/rare and very powerful tuxemon. Uncommon/rare to do work for them (generate energy, feed people etc) and the powerful ones for defense (protect important people, protect cathedral etc). The common and some uncommon tuxemon will be in the wild for sure. Also ultra-rare because they are only catchable in a very specific way (when its 3am in the morning, take a boat to the north east. in the mist you will find an island. if you put the moon crystal on a forest stump and wait, the legendary optilux might appear). Since these ultra-rares are legendary, and might not even exist, the cathedral would ignore them. Maybe because they don't have enough information from the elders from the bazaars, maybe because they don't believe in their existence after not finding evidence. I mean, they are scientienst somehow. If they refuse god, theyd refuse god-like creatues.

So, this way, there already will be a plenty of tuxemon in the wild... just "special" ones will be freed. Now, if you say "to access world 2 you need a huge water tuxemon", which you freed from the cathedral (made energy by making waterflow on some kind of mill/grinder) you need to catch that one. At the same time you "get the chance"/are "forced" to collect other tuxemon you freed on the way. Might be a little more interesting then just saying "you freed them. yay. now go free more."

Edit:
Forgot to add something: i dont like the intro. I hate it, if the player sees something which the player cant see at all... also you directly know, that you have to free all tuxemon. if i play a pokemon-like game i start the game with the exact opposite thought: ill CATCH all tuxemon.
the "take over the world" thing is also a little weird.. since the cathedral seems to be pretty OP compared to the bazaar dudes. Maybe sharpen the spear, make something even more evil. Let them collect energy to destroy the whole world at once and flee to some distant area at the same time. let them look for alternate worlds to live on, and when they find it, make them turn into poopholes. not sure if that is too evil but taking over the world shouldnt be a problem for those guys if they already captured lots of tuxemon.

about the divine prophecy: dont use a divine prophecy to give him a tuxemon. use it for the into... let the game start with a dark area, and lots of creatures are running across the screen. the map scrolls up, and through a window, you see the main character. and then he wakes up. would be more like a dream as in zelda ocarina of time, when he dreams of gannon capturing princess zelda, but you have no idea what the hell is going on (until it actually happens)

Last edited by tamashihoshi (10 Jan 2016 16:21)


We'll meet again, don't know where, don't know when. But I know we'll meet again some sunny day!

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By josepharaoh99 12 Jan 2016 18:58

Champion · 295 comments

Thanks guys for all the input! As far as "divine," I was only using that as a figure of speech. Even though I am a Christian, I think putting divine intervention in a game can make the game seem shallow.
   So, here's an updated map I've got going:
I1w1s0i.png
Don't know-just ideas.
Rock World:
Quests: 1. Catch a monster that terrorizes village.
2. Play in a contest to see who can break a wood block in the least number of moves.
When you do these quests, you get items that let you get into the place where the boss is.
Jungle World
1. Catch an extinct Tuxemon for someone (there could be a portal that lets you go back in time.
Technology Planet
With factories, robots, and technological stuff. Maybe you'll find the boss in a factory where you have to ride conveyor belts to find the room he's in.

Anyway, for a story line beyond "gotta free 'em all," the player gradually comes to the realization that he is in a video game-that is his life. He realizes this to the fullest when he defeats the boss and is told why the boss did what he did to the world. Also, beyond the bosses, there are two Dictator fanatics (a boy and a girl) who fight them in every world and gradually unite with the evil boss.
When the player reaches the final planet, the boss sets off a timed detonator, adding more suspense for the player. I have other specific details, but since we haven't reached the production of the campaign maps to any big extent yet, I'll just keep them as a surprise.
   So, let me know what you think, and be sure throw some ideas!
For building styles, see this post: https://forum.tuxemon.org/viewtopic.php?id=91

Last edited by josepharaoh99 (13 Jan 2016 21:32)


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By josepharaoh99 15 Feb 2016 22:47

Champion · 295 comments

Hey, guys! Today I was talking with one of my friends and my sister about good Tuxemon story ideas. I told my friend about the current idea I had, and he said it was too outdated-it had been used too many times. So, I asked him for some good ideas to improve it. It turns out he is pretty good at this stuff, so I'll let you hear some of what he and my sister had to say (and a few of my own ideas, too).
1. Have multiplayer game. One player will be you, and the other will be a human or computer player (reasons for this given below).
2. Alternative story lines. Based on your personal choices, there are multiple options for how the story could go. When you first start, you get a monster in a junk yard. When you are fought over the monster, you can win or lose. If you lose, you lose your monster, but someone gives you a ROCKITTEN. Then you have a choice over if you want to go to ROCK WORLD or JUNGLE WORLD. Your fellow player also has a choice, and he might chose a path seperate of yours. Later, you might run into him again in another place. Later, you are given a phone to communicate with him when you both are apart.
Later in the story (probably in WORLD4), you come across a problem. You run into two of the bosses, and they split, each going their own way. You must chose what world to go to and follow them to. One is actually a good guy who is catching the strong Tuxemon to keep them from the bad guys. When you defeat one of them, you find out that one is good and one is bad.
So, these are the ideas. Let me know what you think!


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By Sanglorian 16 Feb 2016 07:27

Champion · 501 comments

Hey josepharaoh99, I think the idea of a second player (human or computer) fits in well with the old Pokemon trope of having a rival (like Gary Oak in Red/Blue).

EDIT: What if instead of choosing to follow one person or another, you chose to join one Team or another (like Team Rocket) - and then if you join the evil team, you could end up fighting your former allies to bring them to justice!

EDIT TWO: This could be a way to introduce two-on-two battles - they're all one-on-one until you join a Team, and then some are two-on-two (fighting alongside your team mates) ... then when you meet up with your rival and realise that one (both?) of the teams are evil, you can do two-on-two battles fighting alongside your rival.

Last edited by Sanglorian (16 Feb 2016 07:29)

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By josepharaoh99 20 Feb 2016 00:00

Champion · 295 comments

First of all, I would like to say this-games influence people. So, we should be careful that what we put in games will influence people in a good way.
   So, I must say, I really like your idea, Sanglorian. But I think the player should be influenced to try to make the right choice and join the right team.
  So, here's what I've got going so far for some ideas:
   1. You get a Tuxemon (one of 3) and you and your friend fight to keep yours.
   2. You run into the CC group, who gives you a pass to one of 2 worlds (you chose), ROCK WORLD or JUNGLE WORLD.
   3. When you beat the first boss, you notice a lot of new, strong Tuxemon in the wild. Someone tells you a story of an ancient order called the Chivalrous. A long time ago, the Chivalrous started capturing all the strong Tuxemon so the common people would be weakened. The CC was wondering what happened to all these Tuxemon (they knew they existed because of seeing them in ancient manuscripts.
   4. Later in the game, you come across a dilemma. You see 2 bosses arguing- one a CC leader and one a Chivalrous leader. The Chivalrous tries to convince you that the CC are really the bad guys, not the Chivalrous. You must make a choice and chose which team to join. The Chivalrous are really the bad guys, though, so based on your choice, good or bad stuff can happen. (You may have to change sides later. Based on your choice and your friends choice, you may end up battling your former friend (with the help of your new "friends"). But you eventually find the truth and join the CC (if you joined the Chivalrous).
   Just some ideas. Let me hear what you think, and throw some of your own ideas! If you want to help make maps, tell me, and I can tell you what my idea is for what the maps could be like!


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By Leo 20 Feb 2016 14:21

Moderator · 70 comments

I like your idea 4.
Joining the bad guys in a story supposed to teach that CC is good seems like a really terrible idea... especially when the bad guys are really bad. The fact that you don't know at first who's telling the truth is interesting.

Multiplayer is a good idea, but it has nothing to do with the story (and shouldn't). Ideally, another player could drop in and out at any point and help you in your quest. Depending on the story, the explanation would either that you transfer from another virtual world (with a multiverse-type explanation), or you would join as a rebel ally. Also 2 on 2 matches are really great in the pkmn games, they should have an important role in the game.

On the other hand, I've explained elsewhere why there should be only one region in the main game. Unless you have a shitload of money and you are ready to pour it into the game, it's hard enough to complete one game for a professional studio to not start a game supposed to have the content of 5+ games at once. There's the possibility afterward to add new regions in a modular way, so there would be no problem to add other 'worlds' in due time.

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By josepharaoh99 22 Feb 2016 22:45

Champion · 295 comments

Thanks Leo!

Leo wrote

On the other hand, I've explained elsewhere why there should be only one region in the main game. Unless you have a shitload of money and you are ready to pour it into the game, it's hard enough to complete one game for a professional studio to not start a game supposed to have the content of 5+ games at once. There's the possibility afterward to add new regions in a modular way, so there would be no problem to add other 'worlds' in due time.

What I mean by world is really a lot like the individual cities on Pokemon, just a little bigger. Each world has a boss. But the worlds should be big enough to not go by too quickly.


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By Leo 24 Feb 2016 20:57

Moderator · 70 comments

If things happened in different world, then there are many more things to consider. Each world should have its own culture, fauna and flora. Which means lots of designs, looking for many references, and then a much harder task to try to get a cohesive look out of all the different styles. This is a real lot of work.
And then the impact of having many worlds is, in general, not so positive on the whole game. So basically doing so would be a much worse quantity of work for impact ratio. This is the pragmatic reason.

You said above that one of the motivation for this choice is the sci-fi appeal, but the currently proposed setting has sci-fi elements in the presence of the cathedral, and will hint at the possibility to travel to other regions, and ultimately allow it. Doesn't it satisfy you?

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By josepharaoh99 27 Feb 2016 21:29

Champion · 295 comments

Thank you for your input, Leo.

Leo wrote

This is a real lot of work.

Even if this is a lot of work, I am willing to give it a try. What we could do is assign certain people to certain styles (so they only have to focus on one style and not on multiple ones) and set someone to unify all of these worlds and styles. Don't you think the player might get kind of bored with seeing the same style everywhere he goes? And having multiple worlds keeps variety, and can help keep the player on the edge of his seat (instead of just one cohesive world).
But...What do you suggest for a story line? Do you dislike my story line or just my different worlds concept?
I think it's time we adapt an official story line for Tuxemon. I am able to make maps, but I'm not sure what to make, since my maps could at any time be rejected - I need to know what to make. So, could we set an official story line? Things are kinda vague right now.

Last edited by josepharaoh99 (27 Feb 2016 21:29)


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By tamashihoshi 27 Feb 2016 22:41

Champion · 251 comments
josepharaoh99 wrote

Even if this is a lot of work, I am willing to give it a try. What we could do is assign certain people to certain styles (so they only have to focus on one style and not on multiple ones) and set someone to unify all of these worlds and styles. Don't you think the player might get kind of bored with seeing the same style everywhere he goes? And having multiple worlds keeps variety, and can help keep the player on the edge of his seat (instead of just one cohesive world).

In the official art direction thread I asked if there was going to be only the egypt culture because I had the same fear of loosing diversity. But a great variety of tuxemon can also be achieved by focusing on one world. https://forum.tuxemon.org/thread.php?pid=531#p531

But I agree with leo. Not because he said "its alot of work" or something, but because after he showed some scribbles and design ideas, I now do think a diversity is possible with just one culture and might be alot cooler. Just look at the different areas egypt has to offer; also consider that tuxemon on the border of the egypt area can be from different cultures (as sumobug is)... we have so many possibilities.

To give you an example of something focussed on one thing: Have you ever played subnautica or watched a lets play of it? The complete game is focused under water. But there is SO much to discover that it doesnt matter. There are many different areas and different beeing, that its amazing to find out everything. And I think that is an experience, which stays in the mind for a much longer time...

so much bla bla, let me get to what I actually wanted to write:

You can still make different worlds and stuff. That can be your own campaign; there are downloadable campaigns plan if you didn't know
sooo you could try to make a "second part" of the official story, inofficial of course, but official enough... like this you could still somehow do your story. maybe. is that something that could work?


We'll meet again, don't know where, don't know when. But I know we'll meet again some sunny day!

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By Leo 29 Feb 2016 21:50

Moderator · 70 comments

Thanks  tamashihoshi, it's cool that you are convinced, you seemed to really want Tuxemon to be inspired by Japan... 

So basically what he said, I think it's best if we follow good design principles. They worked pretty well for pkmn didn't they? You wouldn't be there otherwise.

About the map, it's fantastic if you want to take care of that!
The idea is that the story and the map have little do do with each other, you can always fit the story within the world (exactly like you can take Homer's Ulysses into space and it still works). Here's a draft of the overall map.

map_zpsqqaokwsm.jpg

With a little breakdown:
0. Small village, lots of woods.
1. A kind of Venice on the Nile. Beautiful houses and luxurious gardens. Wood pillar.
2. Bigger city, with a high-tech center, Water Pillar.
3. White desert. Bedouin camp.
4. Oasis. Earth pillar.
5. Cave.
6. Big city (think Lumiose), with the tallest cathedral (Metal pillar).
7. Coastal city.
8. Hot, bare mountains and snowy mountains at high altitude. Fire pillar.

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By ShadowApex 1 Mar 2016 03:05

Lead Developer · 374 comments
josepharaoh99 wrote

I think it's time we adapt an official story line for Tuxemon. I am able to make maps, but I'm not sure what to make, since my maps could at any time be rejected - I need to know what to make. So, could we set an official story line? Things are kinda vague right now.

As tamashihoshi said, in the worst case any maps that you create will always be available as its own stand-alone campaign. Since this is an open source project anyone can fork, modify, and redistribute the project however they want. That's the beauty of free and open source software.

Right now we only have a handful of maps, so any maps you create would be a great benefit. Only until we get closer to Tuxemon 1.0 we can start getting pickier and more refined about maps.


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By tamashihoshi 1 Mar 2016 17:33

Champion · 251 comments
Leo wrote

Thanks tamashihoshi, it's cool that you are convinced, you seemed to really want Tuxemon to be inspired by Japan...

Really? Hahah oops big_smile I didnt want tuxemon to be inspired by japan actually.. I just didn't know about the diversity of egypt until now. So actually I would like to thank you for such a great suggestion; egypt is a rarely used scenario and has plenty of stuff to offer.. so much potential!
I remember prince of persia back then... it also has a rare used theme but the feeling when playing this game is astonishing. I hope tuxemon will be able to give the player such a feeling somehow... something to remember for the ages

josepharaoh99 wrote

I am able to make maps, but I'm not sure what to make

First of all: Thank you very much! I kinda never got the chance to thank you for your work so far yikes I hope I didnt seem rude or anything...
If you make a map and you need tilesets for it, feel free to put up a new thread or something and me and others will gladly help you to create beautiful maps big_smile
I wish you good luck with the maps~!


We'll meet again, don't know where, don't know when. But I know we'll meet again some sunny day!

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By Alchemist 3 Jan 2017 21:09

New member · 6 comments

I also prefer a subtler approach-  I don't think portraying copyright as necessarily evil is good, but noting that sometimes it is used inappropriately or in ways that are abusive is a good way to go.  For example, many excellent fakemon ideas will never be official Pokemon due to intellectual property rights and how they interact. There have been court battles over ridiculous things, like the infamous game title Scrolls.

The rights to ones intellectual property overstepping their bounds is a fine story to follow, but I feel it would be wise to find a good balance.

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By josepharaoh99 3 Jan 2017 22:43

Champion · 295 comments

Yeah, by now I think we've gotten a little subtler - generally, things are understood to be more symbolic now. I just kinda want to restate what I understand as what's going on in Tuxemon (concerning the Cathedral), probably more for myself than others. If I understand wrong, let me know.

The Cathedral controls all of the most powerful Tuxemon (except for the ones too hard to get). Possibly, they are abusive to their Tuxemon, using them for wrong reasons. This gives you as player an excuse for coming against them.
  So, when you defeat a Cathedral place (similar to a gym), the powerful Tuxemon in that region are released. Then you can capture them.
  Ultimately, your former rivals join you against the Cathedral bosses and defeats them.
  And we already have a developed storyline by Sanglorian.

Just curious - what is the relation between omnichannel and the cathedral?

Should the average person in the game have many Tuxemon? Perhaps the Cathedral has placed so many laws and limits on Tuxemon that it's hard to get them. Also, I'm guessing they cost a lot.

Should you be given a choice of what team to follow? Or, as Alchemist suggests, should you start in the Cathedral and have to switch?

Sorry, these are a bunch of random thoughts and questions I had. I guess we have a lot of questions still, I'm just doing a bad job of listing what we have decided.


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By Sanglorian 4 Jan 2017 05:16

Champion · 501 comments
josepharaoh99 wrote

Yeah, by now I think we've gotten a little subtler - generally, things are understood to be more symbolic now. I just kinda want to restate what I understand as what's going on in Tuxemon (concerning the Cathedral), probably more for myself than others. If I understand wrong, let me know.

The Cathedral controls all of the most powerful Tuxemon (except for the ones too hard to get). Possibly, they are abusive to their Tuxemon, using them for wrong reasons. This gives you as player an excuse for coming against them.
  So, when you defeat a Cathedral place (similar to a gym), the powerful Tuxemon in that region are released. Then you can capture them.
  Ultimately, your former rivals join you against the Cathedral bosses and defeats them.
  And we already have a developed storyline by Sanglorian.

Just curious - what is the relation between omnichannel and the cathedral?

Should the average person in the game have many Tuxemon? Perhaps the Cathedral has placed so many laws and limits on Tuxemon that it's hard to get them. Also, I'm guessing they cost a lot.

Should you be given a choice of what team to follow? Or, as Alchemist suggests, should you start in the Cathedral and have to switch?

Sorry, these are a bunch of random thoughts and questions I had. I guess we have a lot of questions still, I'm just doing a bad job of listing what we have decided.

Hi josepharaoh99, thanks for posting the summary.

The Cathedral is a collection of businesses, called "Pillars", that serves as the government, market and justice system for the region (which I don't think we've named).

This includes selling tuxemon to people, separately selling the gear you need to morph the tuxemon that you buy, owning the police, running for-profit healing centres, selling access to information about tuxemon, confiscating supposedly "infected" tuxemon, and so on.

Omnichannel is one of the five Pillars of the Cathedral (the most powerful, because it controls media and communciations). Each Pillar is like a gym.

You begin as a regular citizen, not belonging to any team, but you are quickly approached by Team Bazaar who introduce you to the open source Tuxepedia.

While the plot is pretty well set out, and I'm starting to fill it in, it could definitely use suggestions on how to emphasise the power and control of the Cathedral over the region )(e.g. every TV playing the same channel).

Last edited by Sanglorian (4 Jan 2017 05:17)

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By Alchemist 4 Jan 2017 07:54

New member · 6 comments

If that is the case, I think emphasis should be made regarding the difference in community-  that the Bazzar represents a more holistic bond between the world and the player, where the player has more agency. Meanwhile, the cathedral places more limits. Like, maybe the cathedral ONLY allows a single team, while the Bazzar is the one offering more team building control by allowing tuxemon storage? Or the Cathedral only allows the use of certain tuxemon in certain locations while the Bazzar wants free use wherever?

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By Chickenshowman 7 Jan 2017 07:41

Member · 21 comments

Hey so last week I made this ice dude names Chillimp: http://imgur.com/a/RcLVV.

I made his evolved form, Snowrilla, today and it looks like this: http://imgur.com/a/hEA4A (haven't made his back or menu sprites but will do it tomorrow).

You were saying you needed a monster to defeat in the first area. Maybe you could use Snowrilla? I was thinking for that first zone when you get to the town they tell you about a monster that lives up in the mountains that comes down and eats livestock/children and they ask if you can go find it. So you go north up to the mountains, into a cave, go up a few floors and come out on top of a snow covered mountain where you run into this creepy looking yeti dude!

Anyways just an idea, if you want to do it though I'd be willing to make a tileset for the snow covered mountain top (rocks, snow, ice, bone piles etc...) Let me know what you think!

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By josepharaoh99 11 Jan 2017 16:24

Champion · 295 comments
Chickenshowman wrote

Hey so last week I made this ice dude names Chillimp: http://imgur.com/a/RcLVV.

I made his evolved form, Snowrilla, today and it looks like this: http://imgur.com/a/hEA4A (haven't made his back or menu sprites but will do it tomorrow).

You were saying you needed a monster to defeat in the first area. Maybe you could use Snowrilla? I was thinking for that first zone when you get to the town they tell you about a monster that lives up in the mountains that comes down and eats livestock/children and they ask if you can go find it. So you go north up to the mountains, into a cave, go up a few floors and come out on top of a snow covered mountain where you run into this creepy looking yeti dude!

Anyways just an idea, if you want to do it though I'd be willing to make a tileset for the snow covered mountain top (rocks, snow, ice, bone piles etc...) Let me know what you think!

Hi, Chickenshowman - I love your idea! I'm sure we might be able to use it in some form in the game. Maybe you can tame it and make it nice so it doesn't eat people anymore?
   As far as a snow tileset, we already have one: http://i.imgur.com/hNHKjFE.png but it's not official, so I'd love to see what you can come up with! Anybody else game for Chickenshowman's idea? And, yeah, I guess it would be in a snowy region.

P.S. I really like chickens big_smile

Last edited by josepharaoh99 (11 Jan 2017 16:24)


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