Working Title: Pocket Warriors (I am very open to suggestions)
Monster collection RPG with full banking (you will be able to save and come back). I will be using SC2 units as monsters; as well as a few of the other models lying around. They will be given goofy pokemon-like names. The units in the demo are only for demo purposes, and most will be renamed/moved at some point in the future.
Game will be multi-player with a PvP arena available on the map. I also intend to build another map with the same mechanics, which is intended solely for PvP/tournament style play. Full bank loading from map to map will be available.
As you can see from the demo, most of the combat mechanics are built. Movement is WASD or directional arrows (4-direction). Move selection will be mouse or hotkey (1-4 normal or numpad). The map will not be an exact copy of any Pokemon map. The introductory area is used to set the mood, and the remainder of the map will be completely original. The music is public domain 8-bit goodness. The day/night effects you see will be used for in-game elements.
I will post more updates as they become available.
Protoss :
Archon, Carrier, SS Carrier Boss, Selendis, Colossus, Dark Templar, Zeratul, High Templar, Immortal, Dark Immortal, Mothership, Artanis, Observer, Phoenix, SS Pheonix, Preserver, Tassadar, Probe, Dark Probe, Sentry, Dark Sentry, Stalker, Dark Stalker, Void Ray, Mohandar, Warp Prism (2 modes), Zealot, Dark Zealot, Prisoner Zealot, Stone Zealot, Void Seeker
Terran:
Banshee, Dusk Wings, Battlecruiser, Jackson's Revenge, SS Battlecruiser, Diamondback, Drakken Laser Drill, Firebat, Devil Dog, Ghost, Nova, Goliath, Hercules, Marauder, Marauder (Dominion Kill Team), Hammer Securities, Rory Swann, Marine, War Pig, Medic, Medivac, Mule, Point Defense Drone, Predator, Raven, Reaper, Science Vessel, SCV, Siege Tank, Special Ops Dropship, Spectre, Gabriel Tosh, Tauren Space Marine, Thor, Odin, Viking (2 modes), Hel's Angel (2 modes), SS Fighter, Vulture, Wraith, SS_TerraTron, A.R.E.S., Jim Raynor (Commando/Marine/Sniper), Tycus Findlay, Merlock Marine
As far as I can tell, the jump down cliffs (but not up) is not possible. I've tried a ton of different things, but I am open to suggestions. I can probably do it if I actually had a jump ability that was activated with space or something of the like, but I'd like avoid that.
I've made some small modifications to the fight start animations, but there's no little boy throwing out his monster... yet. I'm still unsure if this is a waste of time, or a good effect. I'm leaning towards good effect, but I just haven't implemented it yet. Perhaps soon.
Thanks,
J
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Pocket Warriors - A pokemon-style game with SC2 units and full banking. New demo coming soon!
Maybe you can make a challenge out of the jumping thing? Present it to sc2mapster's data gods (all the growing ProzaicMuze's out there!), I'm sure someone will figure it out.
It's a nice challenge and as asset it could actually be useful for other maps, too.
Looks good so far. I hope you can make pokemon special attacks visually more appealling, now they are ok, but when you get more skills I would like to see better visuals.
Iv also wanted to do my own pokemon map for a while, but I got too much stuff going on so I never gotten around it + it would be quite hard to do many many pokemons with many skills and levels.
Keep up the good work! :)
oh and forgot to say you should check this youtube video out (if you havent already):
I really like how in the video it displays skills the enemies use and the camera and battle seem a bit cooler than yours. But anyway your UI is fine too, but its always good to think how you could improve stuff :)
I hope you can make pokemon special attacks visually more appealling, now they are ok, but when you get more skills I would like to see better visuals.
Absolutely. Right now most of my attention is on getting the engine itself working, and the moves in the demo are "proof of concept" moves that demonstrate that it can be done. Eventually, there will be much greater move selection, as well as much more visual flare. I may actually recruit people when it comes time to make more moves, as it will be one of the more intensive parts of building the game. I'm hoping to have a decent number of elemental attacks (fire, water, ice, lightning) when all is said and done.
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Pocket Warriors - A pokemon-style game with SC2 units and full banking. New demo coming soon!
I would suggest "fuck the license" and get the original music.
Besides that, It looks great.
The Fighting wasn't like I expected, but you did it great.
Won't there be a problem with the mapsize? 256x256 looks a bit to small for the Pokemon world.
I would suggest "fuck the license" and get the original music.
Besides that, It looks great. The Fighting wasn't like I expected, but you did it great. Won't there be a problem with the mapsize? 256x256 looks a bit to small for the Pokemon world.
-h34dl4g
Pretty sure ignoring licensing and copyright can get my map booted from BNet. Even still, I think this map has the potential to be featured at some point, and I don't want to do anything to jeopardize that. I really like the music I've selected, and I'll be adding more. In a way, it's actually more rewarding to do something a little more creative rather than just copying something else. Yes, I know Pokemon music is iconic, but it's copyright, and I assure you I am better off in the long run if I respect that copyright.
So far as I can tell, 256x256 will not be an issue for map size. The two regions you see (route 101 is quite large) actually don't take up that much map space. There may be an issue when it comes to entering buildings, however. I am unsure (as of yet) whether I will have the map space for even a modest number of building interiors, but I doubt it. Some buildings may end up being just dialogs, although gyms will most likely be fleshed out. Also, there may be some issue with individualized fight zones for each player. Ideally, I'd like the fight zone to look like the zone you are fighting in. I am not sure if map space will allow this, although the fight zones are quite small. I may also be able to make small buildings, if I zoom in on them. Based on the pokemon game maps, I'm guessing there will be decent amounts of empty space on this insides of the map. I will utilize those as best I can.
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Pocket Warriors - A pokemon-style game with SC2 units and full banking. New demo coming soon!
if you REALLY wanted to go through the trouble, you could make all of the units really small and just zoom the default camera in. That gives you incredible amounts of space.
Dick rocket launcher, haha. Looks ok but only if there will be PvP and lots of features when it comes to battling and collecting.
Some basic customization would be appreciated also.
And if I may suggest, maybe its a good idea not to include terran units as some of the monsters because they might conflict with a terran being the trainer, my two cents but you know. Oh and will there be evolutions as well?
Nice map, has potential. Only problem I can think of, will there be enough terrain space to create an entire adventure world? and how would swimming be made? Meh, minor issues I'm sure you could overcome.
Yes im kinda a pokemon fan...
There will be level like original pokemon? Evolve? Evolving scene?
P.S Sorry if some of this questions were already answered, but im too lazy to read all the posts.
Depending on the controls, It may be possible to jump down cliffs, such as if you use the arrow keys, which Is how I think you did it, but if you use mouse movement, it wont be possible. When you detect an edge with the arrow key moving, you can check the next tile, and if its a cliff level lower, apply a custom jump behavior to the unit. I dont know if that will work, But I think it will.
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Working Title: Pocket Warriors (I am very open to suggestions)
Monster collection RPG with full banking (you will be able to save and come back). I will be using SC2 units as monsters; as well as a few of the other models lying around. They will be given goofy pokemon-like names. The units in the demo are only for demo purposes, and most will be renamed/moved at some point in the future.
Game will be multi-player with a PvP arena available on the map. I also intend to build another map with the same mechanics, which is intended solely for PvP/tournament style play. Full bank loading from map to map will be available.
As you can see from the demo, most of the combat mechanics are built. Movement is WASD or directional arrows (4-direction). Move selection will be mouse or hotkey (1-4 normal or numpad). The map will not be an exact copy of any Pokemon map. The introductory area is used to set the mood, and the remainder of the map will be completely original. The music is public domain 8-bit goodness. The day/night effects you see will be used for in-game elements.
I will post more updates as they become available.
Working Pokedex
Starting Pokemon
Honorable Mention
Contributors
Legendaries
Model Usage
Strikethrough= UsedCritter : Automaton 2000, Cow, Dog, Karak (M/F), Lava Crab, Lyote, Scantipede, Sheep, Ursadak (M/F/Calf/Exotic), Urubu
Protoss : Archon, Carrier, SS Carrier Boss,
Selendis, Colossus, Dark Templar, Zeratul, High Templar, Immortal, Dark Immortal, Mothership,Artanis, Observer, Phoenix, SS Pheonix, Preserver, Tassadar,Probe, Dark Probe,Sentry, Dark Sentry, Stalker, Dark Stalker, Void Ray, Mohandar, Warp Prism (2 modes),Zealot, Dark Zealot, Prisoner Zealot, Stone Zealot, Void SeekerTerran: Banshee, Dusk Wings, Battlecruiser, Jackson's Revenge, SS Battlecruiser, Diamondback, Drakken Laser Drill,
Firebat,Devil Dog, Ghost, Nova, Goliath, Hercules, Marauder, Marauder (Dominion Kill Team), Hammer Securities, Rory Swann, Marine, War Pig, Medic, Medivac, Mule, Point Defense Drone,Predator, Raven, Reaper, Science Vessel,SCV, Siege Tank, Special Ops Dropship, Spectre, Gabriel Tosh, Tauren Space Marine, Thor, Odin, Viking (2 modes), Hel's Angel (2 modes), SS Fighter, Vulture, Wraith, SS_TerraTron, A.R.E.S., Jim Raynor (Commando/Marine/Sniper), Tycus Findlay, Merlock MarineZerg: Aberration,
Baneling, Baneling Cacoon, Lurker Cacoon, Overeseer Canoon, Kerrigan Chrysalis, Brood Lord, Broodling,Brutalisk, Changeling, Corrupter, Drone, Egg, Hydralisk, Infested Leviathan - Brood Lord Cacoon, Marine, Infestor, Larva,Lurker, Mutalisk, Overloard, Overseer, Queen, Roach,Scourge, Leviathon,SS_SwarmGuardian, Ultralisk, Virophage Feederling, Zergling,Kerrigan, Overmind, Virophage, Spore Cannon, Nydus WormThere are other models that can be used as well. I've just listed off units as a start.
I think you then need mod file so "Pokemons" data not get screwed up between them.
I see you added the music and the wasd movement! Man I gotta say I really had some nostalgic feelings come up. ;-)
Looks very pokemonish in a trashy, good way. How's it going with the jumping? And the fight start animation?
Good job.
Greetings
@Obatztrara: Go
I'm glad you liked it.
As far as I can tell, the jump down cliffs (but not up) is not possible. I've tried a ton of different things, but I am open to suggestions. I can probably do it if I actually had a jump ability that was activated with space or something of the like, but I'd like avoid that.
I've made some small modifications to the fight start animations, but there's no little boy throwing out his monster... yet. I'm still unsure if this is a waste of time, or a good effect. I'm leaning towards good effect, but I just haven't implemented it yet. Perhaps soon.
Thanks,
JMaybe you can make a challenge out of the jumping thing? Present it to sc2mapster's data gods (all the growing ProzaicMuze's out there!), I'm sure someone will figure it out.
It's a nice challenge and as asset it could actually be useful for other maps, too.
I laughted pretty hard @ probichu :D
He's one of my favorites so far, and will probably stay so. Just wait until he evolves into Dark Probichu... :P
I'm looking forward to this one, this one looks real fun to play! Is there going to be a Marautoise in there too?
Looks good so far. I hope you can make pokemon special attacks visually more appealling, now they are ok, but when you get more skills I would like to see better visuals.
Iv also wanted to do my own pokemon map for a while, but I got too much stuff going on so I never gotten around it + it would be quite hard to do many many pokemons with many skills and levels.
Keep up the good work! :)
oh and forgot to say you should check this youtube video out (if you havent already):
I really like how in the video it displays skills the enemies use and the camera and battle seem a bit cooler than yours. But anyway your UI is fine too, but its always good to think how you could improve stuff :)
Absolutely. Right now most of my attention is on getting the engine itself working, and the moves in the demo are "proof of concept" moves that demonstrate that it can be done. Eventually, there will be much greater move selection, as well as much more visual flare. I may actually recruit people when it comes time to make more moves, as it will be one of the more intensive parts of building the game. I'm hoping to have a decent number of elemental attacks (fire, water, ice, lightning) when all is said and done.
I would suggest "fuck the license" and get the original music.
Besides that, It looks great. The Fighting wasn't like I expected, but you did it great. Won't there be a problem with the mapsize? 256x256 looks a bit to small for the Pokemon world.
-h34dl4g
Pretty sure ignoring licensing and copyright can get my map booted from BNet. Even still, I think this map has the potential to be featured at some point, and I don't want to do anything to jeopardize that. I really like the music I've selected, and I'll be adding more. In a way, it's actually more rewarding to do something a little more creative rather than just copying something else. Yes, I know Pokemon music is iconic, but it's copyright, and I assure you I am better off in the long run if I respect that copyright.
So far as I can tell, 256x256 will not be an issue for map size. The two regions you see (route 101 is quite large) actually don't take up that much map space. There may be an issue when it comes to entering buildings, however. I am unsure (as of yet) whether I will have the map space for even a modest number of building interiors, but I doubt it. Some buildings may end up being just dialogs, although gyms will most likely be fleshed out. Also, there may be some issue with individualized fight zones for each player. Ideally, I'd like the fight zone to look like the zone you are fighting in. I am not sure if map space will allow this, although the fight zones are quite small. I may also be able to make small buildings, if I zoom in on them. Based on the pokemon game maps, I'm guessing there will be decent amounts of empty space on this insides of the map. I will utilize those as best I can.
@jaminv: Go
if you REALLY wanted to go through the trouble, you could make all of the units really small and just zoom the default camera in. That gives you incredible amounts of space.
Dick rocket launcher, haha. Looks ok but only if there will be PvP and lots of features when it comes to battling and collecting. Some basic customization would be appreciated also.
Fuck Yes!
And if I may suggest, maybe its a good idea not to include terran units as some of the monsters because they might conflict with a terran being the trainer, my two cents but you know. Oh and will there be evolutions as well?
Nice map, has potential. Only problem I can think of, will there be enough terrain space to create an entire adventure world? and how would swimming be made? Meh, minor issues I'm sure you could overcome.
^^
Yes im kinda a pokemon fan... There will be level like original pokemon? Evolve? Evolving scene? P.S Sorry if some of this questions were already answered, but im too lazy to read all the posts.
ill help with testing if needed
Forgot to say but i will test any time you want!
Depending on the controls, It may be possible to jump down cliffs, such as if you use the arrow keys, which Is how I think you did it, but if you use mouse movement, it wont be possible. When you detect an edge with the arrow key moving, you can check the next tile, and if its a cliff level lower, apply a custom jump behavior to the unit. I dont know if that will work, But I think it will.