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Starmon - A pokemon style map

    #642 Apr 30, 2013 at 23:39 UTC - 0 likes

    Seeing as we won't have hundreds of starmon I think it's quite important I make the few we have count, so I think it'll be really rare that any starmon will be at a disadvantage base stat wise. I'm sticking to somewhat simple/boring first zones (The bug chains, a sort of rattata, meowth and doduo, and I need to replace the starmon that is currently the pidgey equivalent - I no longer want to use the models it currently has)
    The rare starmon are gonna be better though. You've got Probichu in the forest as well as Skaropede (Evolves into badass fire+ground scorpion), Odoron (Poison tank) and I think Oculus (Somewhat beefy psychic) in the first zone. Rares have a 5% spawn chance and differ depending on day/night.
    Oh, and the forest has the Aravon (Ancient protector/ent/tree that wants to murder you) encounter, but you'll probably want to wait a bit before fighting those (Minimum level is 25)

    As for starters, we're sticking to the original three, they even have base stats and move sets similar to Bulbasaur/Squirtle/Charmander, mostly for nostalgia's sake. The first impression of the game is somewhat important, and reminding people of the good times they had in the pokemon games with a similar starting choice is I think more useful to us than having more varied starters. If we ever do a part/generation 2 though I wouldn't mind mixing up the starters a bit (That of course has nothing to do with the lack of models for grass starmon, nothing at all *whistles innocently*)

    Projects: Starmon - RuneCraft
    http://i.imgur.com/1jpXAne.png

    #643 May 01, 2013 at 00:14 UTC - 0 likes

    I prefer less starmon (like 150) which is enough variety (assuming an even spread of roles and types). Nintendo might come up with enough pokemon to inhabit galaxies making 'catch them all' impossible :P.

    I'm really interested in decent EV bugs. Heracross was like the only good bug pokemon. Type-wise they're awesome cuz they resist common high damaging pokemon moves like ground and fighting. Butterfree is prob my fav bug. Sporting psybeam (for useful special attacks) and insanely useful movesets (like sleep powder) + compound eyes made it so versatile. Sadly not many other pokemon were like it and the lower EVs/base weren't useful mid-to-late game.

    Why not treat grass types like gods? It's a convenient excuse for lack of grass models :P but they're also 'nature' creatures. Give them some op HP sucking/restore moves to make what few you have special. Even the murderous tree gets a move/ability that ups defense and restores HP at the same time :P.

    EDIT: If possible how about an item that speeds up move learning? If I get fire blast at lvl 30 then I now get it at 20 (for example). It just reduces the requirement when held.

    Last edited May 01, 2013 by Trieva

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    #644 May 02, 2013 at 02:21 UTC - 0 likes

    Hey thanks, maity! If it would really be that complicated then don't worry about it. I understand that you are probably quite comfortable with your move sets already and I actually don't know the answers to most of the questions you asked. By the way, I was thinking that if you were ever going to make a Pokemon style remake I have the perfect evo chain for you for a sequel requiring hots- nuydus destroyer-> Ash worm-> Yagdra With a retex it could work

    Thanks again

    All hands brace for warp jump on my mark...

    #645 May 02, 2013 at 03:22 UTC - 0 likes

    @TheAlmaity: Go I asked you which types needed more models and I remember you told me grass type had already enough models... Now I'm here getting lazy to finish a water type >.>

    #646 May 02, 2013 at 08:31 UTC - 0 likes
    Quote from SoulFilcher: Go

    @TheAlmaity: Go I remember you told me grass type had already enough models...

    Nice. Can I assume the starmon are done?

    #647 May 02, 2013 at 13:37 UTC - 0 likes

    @SoulFilcher: Go

    We've got enough for now, and I might be able to find some more models suitable for either non-evolving or only once-evolving starmon, but starters are always supposed to be 3 stage ones, and that's when it becomes an issue, but that issue is pretty much present for all types :p Currently have 10 three-stage evolution chains (One of which splits at the last stage into 2 starmon), plan at least two more (don't think I have the models for more), but one of those 3-stage chains will have to be replace (It's using Sc2 models which really don't fit.)

    @Trieva: Go

    We've got about 80 atm, I need to add more but I *think* I already have enough models (Might be short 10-20, will see).

    I'll try and work on the map some more soon, but I moved yesterday and am still pretty busy >.>

    #648 May 19, 2013 at 16:34 UTC - 0 likes

    Hi

    The project seems to be progressing. Figured I'd ask you guys if anything important happened in the last 17 days. Any newly mapped areas, or screenshot worthy game-art? Maybe there's some update on how "soonish" alpha is coming? I know that spring is stressful and busy for many (as a Senior in school, I am very busy too) but I would welcome news!

    Off topic, Anyone notice how many of the new features in X/Y are exactly the same thing this awesome duo+ is working on, just with Game Freak's finances? Outfits, 3d (though, 3ds is a bit cooler than sc2), but you guys also have a more "open" RPG thing going.

    Would it be possible if (when Karma is dark enough) a player could become the leader of team evil? I would honestly LOVE to be Giovanni for one game. Everyone wants to be the Fire Emperor!

    Last edited May 19, 2013 by libertymonk

    Be a leader. Fight virtual war.

    #649 May 19, 2013 at 16:54 UTC - 0 likes
    Quote from libertymonk: Go

    The project seems to be progressing. Figured I'd ask you guys if anything important happened in the last 17 days. Any newly mapped areas, or screenshot worthy game-art? Maybe there's some update on how "soonish" alpha is coming? I know that spring is stressful and busy for many (as a Senior in school, I am very busy too) but I would welcome news!

    Zelda's been busy, and apart from moving to a new house I've also been pretty lazy :( So yeah, for about two weeks absolutely nothing happened.

    BUT a couple of days ago we finally made some concrete plans regarding the storyline (We had tons of ideas and vague outlines, what I mean is that I wrote up very specifically what should happen, no vagueness, a concrete plan). Its not much, but it's what we want to have in the alpha (We're gonna cut it off at a somewhat interesting point :) )

    Quote from libertymonk: Go

    Would it be possible if (when Karma is dark enough) a player could become the leader of team evil? I would honestly LOVE to be Giovanni for one game. Everyone wants to be the Fire Emperor!

    Hehe... Hehehe... HEHEHE... MWUAHAHAHAHAHAHAHA

    Something similar may or may not happen ;) But there will definitely be a lot of interaction with Cipher (the bad guys) if you want to play it that way.

    #650 May 20, 2013 at 02:56 UTC - 0 likes
    Quote from libertymonk: Go

    Figured I'd ask you guys if anything important happened in the last 17 days. Any newly mapped areas, or screenshot worthy game-art? Maybe there's some update on how "soonish" alpha is coming? I know that spring is stressful and busy for many (as a Senior in school, I am very busy too) but I would welcome news!

    I was just coming over here to let you guys know we're not dead, but maity beat me to it :P I've been taking exams at my school but I'm just about finished now, so I can resume work on the map. Maity's been writing up the first official plot details (before this it's only been pre-game lore and general ideas). We're not going to be spoiling the story for you, but it's pretty awesome. I'm going to be working hard to do the story justice with the quests. As you could probably tell by Maity's devious laughter, we're planning some pretty cool stuff for the story. ^.^

    Speaking of quests, I'm also going to start cranking out more of those- it's one of my next goals. The main storyline quests, at least up to the cutoff point for the alpha, are planned but not yet programmed. We're going to be adding in some sidequest stuff as well to keep people entertained between the story. The "core quests" of the story will probably be about 10(ish) levels apart, so we're going to fill the in-between time with sidequests.

    I also know we promised a pair of 2 videos a while back, to show off two new things. The first thing is almost ready to show off, so you should hopefully see a video soon. The second feature ended up taking me longer to program than expected- it's not finished yet, but it's almost ready enough to show off.

    So anyways, we're not dead, but we did have to take a break from development. But now we're back on track, and you should start seeing some cool stuff in the future.

    Last edited May 20, 2013 by zeldarules28
    Send me a PM with any questions or comments.

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    #651 May 21, 2013 at 03:29 UTC - 0 likes

    Sounds like two Very Impressive videos coming to look forward to can't wait thanks for the Updates.

    My Projects:

    Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards Worm Wars).

    #652 May 24, 2013 at 03:19 UTC - 0 likes
    Quote from TheAlmaity: Go

    BUT a couple of days ago we finally made some concrete plans regarding the storyline (We had tons of ideas and vague outlines, what I mean is that I wrote up very specifically what should happen, no vagueness, a concrete plan). Its not much, but it's what we want to have in the alpha (We're gonna cut it off at a somewhat interesting point :) )

    Yeah? Sounds good. Story is like, the second most important part of world building in an RPG. (Art comes first, including audio, IMO) And you don't have an RPG without a fantastic world. I really hope I get to play with the map soon.

    Quote from zeldarules28: Go

    I'm going to be working hard to do the story justice with the quests. As you could probably tell by Maity's devious laughter, we're planning some pretty cool stuff for the story. ^.^

    The main storyline quests, at least up to the cutoff point for the alpha, are planned but not yet programmed.

    I also know we promised a pair of 2 videos a while back, to show off two new things. The first thing is almost ready to show off, so you should hopefully see a video soon. The second feature ended up taking me longer to program than expected- it's not finished yet, but it's almost ready enough to show off.

    So anyways, we're not dead, but we did have to take a break from development. But now we're back on track, and you should start seeing some cool stuff in the future.

    Nice! Gimmie all the goodies!

    Just a though, would giving the player a jetpack to access late areas be doable? That's one way to "instance" pathing, give the character's cliff walk/hopping abilities. It might be more work than it's worth (cliffs are not enough to block someone in anymore) but using it as a barrier to the legendary's home would be nice (or allow hopping ledges back to pallet town).

    #653 May 24, 2013 at 13:08 UTC - 0 likes

    The way Moz is currently setting up the terrain, there are no actual cliffs being used :/ But allowing players to jump cliffs/obstacles is not an issue. The issue with instanced pathing was where we couldn't predefine where and when the player could pass (i.e. you could only pass a specific area by using cut/rock smash). We've got ledges already in and making something similar isn't hard, as long as the player is able to jump all things of the same type at once (Instead of only being able to pass certain ones, like with Rock Smash/Cut).

    We're also capable of phasing doodads and NPCs to each players quest progress, Zelda is improving the system at the moment as he is making the first big quest (Lots of phased NPCs) atm.

    Status update on the videos: My laptop seems to be getting worse and worse, and I can't really record anything atm :(
    On the other hand though I should be getting a new PC. Sorry for the delay :(

    #654 May 24, 2013 at 23:56 UTC - 0 likes

    I know we haven't posted much content recently (Again, I apologize for the lack of videos. I can't record with my setup and maity's computer is dying), so I'll try to make up for it with a screenshot of the second online test ever :D It was just me on two computers, though, so I wouldn't really call it multiplayer- more like multi-computer, but still. You get the point.

    Anyways, I was checking out a few things to ensure they worked in multiplayer (most importantly the phasing system that we use heavily to instance quests). I swung by the star center that we had put so much work into to get a quick heal for my starmon. But when I arrived, I see this....

    Now that's what I call beautiful terrain. Unfortunately I made an oopsie with our mod files, and Soul Filcher's super awesome teleporter and healing machine models didn't make it to battle net. It's fixed now, but I had to take a screen shot when I had the chance ^.^

    Anyways, it was mostly good news from the test. It looks like things are working as expected, in-game cinematics seemed to work properly in multiplier, battles still work, conversations still work, etc.... I also made some progress on our first storyline quest. We won't be posting any spoiler screenshots of that, though ^.^

    #655 May 25, 2013 at 01:01 UTC - 0 likes

    @zeldarules28: Go

    What do you mean bug?

    The way it looks on the screenshot is how I terrained the Starcentre? It's supposed to look like that?

    #656 May 25, 2013 at 01:20 UTC - 0 likes

    Well, I guess you can say that that Starcenter has got a large pair of balls.

    Last edited May 25, 2013 by TheAlmaity
    #657 May 25, 2013 at 05:05 UTC - 0 likes

    @TheAlmaity: Go

    I think there Nurse Joy's Melon's hehe.

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