Well, I'm not sure how my game compares to the original pets growth charts. I had a certain selection of sprites and just put them into those 6 egg groups I made, trying to relate them. So there may or may not be more or less Digimon than the originals and it may or may not fit the original charts.
As for V2.0, the sprites are coming from the DS game Digimon World: Championship. Therefore, I'll be limited to the Digimon that appear on that game, but there is a wide selection on that game.
Ah ok. So how about using the old sprites just for those Digimon missing in Digimon World Championship? Would result in some looking a bit less good than the others, but at least they would be included
Because I'm not sure what Digimon are included in the game, but from what I've read, the only starter you can get is Botamon >_> Or are there others included in the game later?
I love the Offense/Defense/Speed system that I set up, it is less boring than the original. However, I'll admit that I think the game's digivolution requirements for my game as of now are quite difficult. You practically have to use every bit of energy your Digimon gets to train quickly, before the energy maxes out because then you'll be wasting away energy you could be gaining. To digivolve, certain stats must reach certain amounts before the time limit (different stats leading to different digimon). I hope to make this system easier in V2.0, as well as have an info menu that states digivolution requirements and growth charts.
An example for a new system might be always just judging the relation of the stats between each other instead of using certain levels. For example you have Koromon. If attack > Defense > Speed it evolves to Agumon, if Speed > Defense > Attack it evolves to Betamon etc.
Then a second counter for morality.. (No idea how one would regulate that, maybe through another mini-game that also increases the happiness when played or can only be played so and so often?), with respective stats for Vaccine/Data/Virus.
Evolving to a higher level would then simply give you a burst on the stats you have already been focussing on, in this example evolving to Agumon might give + 3 attack, +2 defense and +1 speed or something like that, or maybe a multiplicator?
That way you could have up to 36 different evolution options for one digimon (of course not always having to be that much), while still retaining a simple system that everyone is able to handle.
Weak Digimon like Numemon, Sukamon and Garbamon could come out when one stat is below a certain minimum required for a proper digivolution.
I just came up with that idea, but I think something at least somewhat in that direction would be interesting to look into.
Hit me up if you'd be interested.
I like the egg choice at the beginning. An egg for everyone of the official Digimon families would be nice, preferaby with the growth charts entwining into another so for examle one could get V-Dramon both from the Dragon egg and from the Bird egg. That way one could fill up empty spaces in the growth charts without different stat relations resulting in the same Digivolution.
Also, doesn't bad care affect the Digimons evolution at all? And what about the weight and Happiness? I think you can't really overfeed the Digimon in your game since it will stop eating when it is full. Or does it count as overfeeding when the food stays lying around?
As I just said, I'll be limited to the sprites in Digimon World: Championship, but I will look through the Pendulum's pets and try to include them all, if not more.
Thanks, that's great! Don't feel afraid to use some older graphics if there aren't any new ones.
The game is faster than the original pets, yes, but I did this because it is on the computer compared to being a small portable handheld which you could have with you all day. If it were the same speed as the original, you would have to keep the game on pretty much all day, which may not be a problem for many people, haha. So optional speeds would be nice and I'll look into that, though you wouldn't be able to change speeds mid-game, as I think that is what may have caused many problems versions previous to V1.2.
I assume you're right. But if the time I have to respond to a call is longer, if that even affects the Digimons evolution, then the higher game speed wouldn't be that much of a problem, although being able to regulate it would still be nice.
I found that annoying too... I'm sorry, I'll have to ask around and see if anything is possible, but I may be limited by Game Maker.
Isn't there perhaps a way I can set that up in my windows? Or an app for game-maker similar to the thing where it always stays the top window?
Thank you. I'm glad you enjoy the game. I hope to begin working on it very soon. I appreciate any ideas anyone has for improving the game, especially new battle system ideas. Thanks.
I don't really have many new battle system ideas.. how is battle handled in Digimon World Championship?
But if you want I would be happy to work on the growth charts with you, making them interesting and senseful. I'll send you my msn adress through pm, but I won't be home before this sunday, so then I'll be able to chat with you if you'd like =)
Also I'd be willing in trying to create my own sprites for missing Digimon if you show me what program I'd need.
Also as mentioned by some other people and me before, more variety on mini-games would be cool. One could look into the original Tamagotchis for this since they had multiple mini-games.
Edited by Zeitschleife, 15 May 2009 - 06:07 AM.