Category: Weekly Updates
It's Monday?!? I thought it was Sunday!
Uh... I have been working on the new version of the site more, and it's almost done now. Shouldn't take much longer... All that's left to do is the chatroom and some miscellaneous pages like the games page, the temperaments page, the Encyclopaedia, etc...
I wanted to have it all finished a while ago, but ugh... My moods have been preventing much work lately. I'm still recovering from MARDEK 3, perhaps.
I also feel like I'm 'out of the loop' or something as I may have said before. While working on the new site, I've only been looking at the new parts of the site and using the forum and comment systems there, rather than coming to this main part of the site that everyone else sees. So the one I'm using is missing huge chunks and puts me in a completely different state of mind to looking at the old but finished version...
Due to this feeling of 'being away', and due to exhaustion and anxiety in general, I've been putting off looking at emails and things for weeks, even though I've likely got some important ones and many from fans... I don't feel good about this, but the longer I put it off, the worse I feel! I decided to check them 'on Monday', but I thought that was TOMORROW... I'll probably do it tonight.
I've probably got some from sponsors, maybe even offers for non-exclusive license deals for more more, etc. MARDEK 3 stuff... Probably bug fixes too. Hmm.
I suppose other more Normal people would check their emails often and eagerly at times like this, but not me!!1
It's not just emails I've been avoiding though. I've been avoiding other places like Kongregate, etc, and other Flash portals, so I've not officially uploaded MARDEK 3 anywhere other than Kongregate yet (and it's site-locked so it shouldn't be elsewhere), though I should work on making final bug fixes and distributing a final version to other sites soon. Hmm, so much fun, that...
I've also not been paying any attention to that contest, which people say I won, so if I did, uh, hooray? I mean, it's great since it's money and everything; I've just felt so unenthusiastic lately.
Anyway, since I've not been able to update my site for a huge chunk of the day recently, and I've been avoiding important things and probably disappointing people in the process and looking very unprofessional, uh, I've been trying to do SOMETHING with my time.
And I've started work on my game called 'Chimaera'!!1
This is a game that basically nobody wants or cares about, but I'm doing it mainly as an introduction for myself into AS3 and OOP. I'll use it to familiarise myself with concepts I'll need in other games like Beast Signer and FHO.
I chose this over Raider just because I opened Raider, groaned, and got nothing done; I don't seem to be in the right state of mind for it just yet. I may redo it in AS3 anyway, since I've yet to properly start it and there are so many benefits to AS3... So a project like this is a good first step.
Anyway, I'll describe it briefly, since I may have changed my mind about some things I wrote about in the section about it on the site...
Chimaera is a sort of prequel to Beast Signer in a vague sort of way, in that it's set in the same world, Theanos, but soon before The War. But its story will be probably shallow; primarily it's a battle engine, not a plot-based RPG or anything.
It was originally inspired by Monster Rancher, but now it's not much like that anymore.
You play as a Scientist, and in this world, scientists use, uh, 'genetic engineering' to make artificial creatures called 'Monstrosities' out of a variety of body parts, then have them fight other scientists' Monstrosities for the sake of sport. As you do. So it's your job as a scientist to raise a Monstrosity strong enough to reach and win the Big Leagues or whatever.
You'll only be able to have a single Monstrosity at any given time. There are five 'body plans' that a Monstrosity can have: Biped (humanoid), Quadruped (a body plan that could pass as a lanky wolf or a stout horse), Theropod (a raptor-like dinosaur), Arthropod (insectoid qualities, body plan sort of like a mantis), and another fifth one which you unlock by finishing the game.
The body plan determines things like the animations and the abilities that it can use.
You can customise the body plan by changing the limbs around; this is the game's main gimmick. You could have a theropod, for example, with a full generic scaly dinosaur body to start with, but then you'd decide to replace its left arm with a metal claw, its right arm with a skeletal one, its head with a wolf's head... That sort of thing. I think it'd add appeal, since I know how much people like that sort of customisation.
I've planned out a load of technical details about how limbs and stats and stuff will work, but I won't describe it here...
Originally I meant to have battles be 'limb-based' in that you'd target specific limbs of the opponent: you might attack the neck for a quick kill but accuracy would be low, or you might just attack the body and always hit to whittle down its HP, or you may attack an arm to disable certain attacks...
This got too irritatingly complex though, and I want this game to be *quick and simple to make* primarily, so instead the limbs basically just function like equipment would in an RPG (adding stats and resistances and so on).
You can make limbs from components - being a scientist and all - and dissolve existing ones into their base components, adding a crafting element to the game.
Visually, the game would just be battles with a 'menu' in between them... Though it'd only be a 'menu' in terms of mechanics; it'd look like a laboratory, and it'd be where you did all the stuff like switching around limbs, buying items, combining components, etc.
You'd train your Monstrosity by battling 'wild monstrosities' (scientists create them so often and many of them run away and roam around outside); upon defeating them, your stats go up slightly, maybe, and you get some of the limbs that the (randomly-generated) opponent had.
The main way to progress the plot is by entering tournaments. I think I'll do what Monster Rancher did and have time flow in 'weeks', with each 'week' involving a single action, so training takes all week, etc. Tournaments would be on certain weeks. There'd be different ranks - E through to S - with all Monstrosities starting at level E, and you'd have to win an Official Ranking Tournament to increase your Monstrosity's rank. Higher ranks would mean stronger opponents, of course. Each rank would have the official tournament, probably once every three months, and a variety of other tournaments, which you'd get prizes for winning. All Tournaments would give you a trophy if you won, and the lab would contain a trophy case. You'd only be able to enter tournaments of your monstrosity's rank or one lower (so if you're rank B, you can enter rank B or C tournaments).
So basically, gameplay would involve battling wild monstrosities to get limbs and stat boosts, then entering tournaments to beat several opponents for the sake of trophies or plot progression. You'd probably 'win' the game when you beat the rank S tournament... or at least finish the plot, but like with games like Pokemon, there'd be no real 'end' and you could keep on playing.
In my original plans for this game, I intended to have several advanced features, and I can see the potential for other advanced features now... You could battle other peoples' Monstrosities, for example, or there could be dozens of body types...
But I'm going to try to keep the game *quick and simple* to start with, then I'll release it, and if people like it, I can make a sequel with more features and so on... That'd probably be easy money, actually. I've seen many Flash games take this approach.
Anyway, I have no idea how long this game would take to finish, but I'm taking a whole different approach to programming this time (I don't usually use OOP - MARDEK doesn't contain a single class! - but I am doing now), so let's see what happens!
I'm aware that people would probably prefer me to work on other games, but as I've said, this is a necessary simple project because I'd rather work on something easy where mistakes won't matter so much in order to familiarise myself with AS3 enough to be able to make later games easier. It's a learning experience.