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== EvoCreo == | |||
[https://forum.tuxemon.org/thread.php?id=212 Original thread] | [https://forum.tuxemon.org/thread.php?id=212 Original thread] | ||
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Some things that are worth thinking about/work really well for EvoCreo are: | Some things that are worth thinking about/work really well for EvoCreo are: | ||
- They have some monsters wandering around the overworld, as well as tall grass encounters. This adds a nice mix, where you can chase/run away from some visible creatures, while also getting random results from the grass. For example, if there's just one creature you haven't grabbed in an area, you can wade through the long grass or you can just keep an eye out for one wandering around. | |||
- Information about the battling creatures is visible if you tap on their HP bar: it tells you their name, level, what conditions they are subject to, their typing, exact HP, etc. Then that information is hidden again until you request it, giving a beautiful large battle arena (which looks pretty). You can even click each condition and it tells you what it is and what its effect is. | |||
- There's an auto-battle option. It plays an ad, which is a clever way to monetise the game. You don't see the battle in progress (because the ad is playing) or what XP you get, you just get told at the end if you win or not. | |||
- There are no PP. Instead, each move has a number of rounds until it is available again (including "1", in which case it is always available). This is a really nice element to the game, and it adds a tactical touch missing from PP. | |||
- Related to there being no PP is that a creature knows all the techniques it's ever learned. It can still only use four in battle, but out of battle you can switch these for any other techniques. | |||
- All stat changes come from conditions, so you never have a technique that gives you Defence +1. Instead, the technique gives you Shell, which gives you Defence +1. | |||
- Conditions continue beyond a single battle, even positive ones like Shell. They can be upgraded, so e.g. if you would get Shell twice you instead get Hardened Shell. | |||
- There are nice little touches, like the home screen having a little scene that features you active creature. | |||
- There are Traits, which I think are like Pokemon's Abilities (except you can swap them out) and Abilities, which I think are out-of-combat benefits. Just like techniques, you can swap out any you have learned. These serve as that game's equivalent to HMs, so you never need to waste a technique slot on Surf or Cut. | |||
- Five rather than six creatures in the party. I don't know why EvoCreo did this, but I think it'd make sense for Tuxemon as well, because with only five elements it's already going to be easier to cover all types. | |||
- Arenas where you have to fight three trainers in a row, without being able to go to a medical centre in between. Requires different strategies for success. | |||
- Healing potions that heal a percentage of total HP, + a fixed amount of HP. This makes them useful at any level. | |||
- Separate move slots for Elite Moves, which have a really powerful effect but a slow recovery, and Heal Moves. There are a variety of Heal Moves, some of which have benefits other than just healing. I feel like these open up a similar design space to Mega Evolutions and Z-Moves in Pokemon. | |||
- There are "classes" like Massive, Ice, Radiation and Insect which also affect type strengths and weaknesses, although I'm not sure how. | |||
- In Trainer battles you can choose to retreat, but it's a forfeit (i.e. I think just like losing by another means). | |||
- There's a button you can press to find out what your current quest is. | |||
- You can "Glide" across voids and canyons, and have random encounters while you do so. | |||
==== | == Dynamons World == | ||
[https://forum.tuxemon.org/thread.php?id=228 Original thread] | |||
Dynamons World is a free-to-play (with microtransactions) mobile game. | |||
The first thing that stands out is that this has been designed as a micro-transactions mobile game. There's two in-game resources, gold and gems. Gold can be bought for money (or you can get a small amount by watching an ad). You can buy gems with gold, or win them (slowly) in the game. You spend gold on items, and gems on healing your monsters and levelling them up. | |||
*EvoCreo* included a few microtransactions, but they had clearly been bolted on. Dynamons World is built around microtransactions, so the game already has a feel very different to what we'd want for Tuxemon. | |||
That said, there are some very interesting features in Dynamons World that I've observed: | |||
'''Types''' | |||
They use a type pentagram like us! Although their system is that you resist damage against the same elements that you do extra damage against, and you resist two elements and do extra damage against two elements. That leaves just skills of your own element and skills with no element ("Normal") that do the standard amount of damage. However, every monster has lots of Normal skills, so you will be doing unmodified damage most of the time. Monsters only ever learn skills from their own element and Normal skills. | |||
The | The element chart is: | ||
Grass > Lightning > Water > Dark > Fire > Grass | |||
With every type resisting the two in front of it and weak to the two behind it (so Water resists Dark and Fire and is weak to Lightning and Grass). | |||
'''Maps''' | |||
There isn't really a map/overland. There are different areas on a world map, and you can travel to those areas as they unlock. When you travel to an area, you are on a point on the map that's connected to a network of other points that you can click to. | There isn't really a map/overland. There are different areas on a world map, and you can travel to those areas as they unlock. When you travel to an area, you are on a point on the map that's connected to a network of other points that you can click to. | ||
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The game has a very simple plot (or no plot at all), but I don't think that's the fault of this simple map structure. | The game has a very simple plot (or no plot at all), but I don't think that's the fault of this simple map structure. | ||
'''Techniques''' | |||
There's a card system for skills (i.e. moves/techniques). As a monster levels up, they add skills to their deck of skills. Often they'll be skills the monster already has, so they'll have e.g. 2 x Scratch, 2 x Power Up, x1 Fireball, and they'll level up and get 1 x Burn and 1 x Scratch. | There's a card system for skills (i.e. moves/techniques). As a monster levels up, they add skills to their deck of skills. Often they'll be skills the monster already has, so they'll have e.g. 2 x Scratch, 2 x Power Up, x1 Fireball, and they'll level up and get 1 x Burn and 1 x Scratch. | ||
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There's a little bit of tactics involved, e.g. do I use Power Up now and risk getting knocked out before I make an attack, or make an attack now knowing it won't do enough damage to knock out the enemy? But it's not very impressive - even though I think there's something there in the card-based system. | There's a little bit of tactics involved, e.g. do I use Power Up now and risk getting knocked out before I make an attack, or make an attack now knowing it won't do enough damage to knock out the enemy? But it's not very impressive - even though I think there's something there in the card-based system. | ||
'''Teams''' | |||
You can bring three monsters into each battle with you. All the rest can be swapped into your team of three at any other time. Monsters take time to heal based on how much damage they have, so if you've been fighting a few battles you might have to use your weaker monsters - or browse Facebook for 10 minutes until you get a notification that everyone's healed up. | You can bring three monsters into each battle with you. All the rest can be swapped into your team of three at any other time. Monsters take time to heal based on how much damage they have, so if you've been fighting a few battles you might have to use your weaker monsters - or browse Facebook for 10 minutes until you get a notification that everyone's healed up. | ||
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(Or you can pay to quick-heal them). | (Or you can pay to quick-heal them). | ||
'''Conditions''' | |||
Buffs and debuffs displace each other. So if you're Sick (i.e. poisoned), you can use Power Up to get the temporary Powered Up buff. Woo! You're no longer Sick. Of course, it works the other way as well: you can make your enemy waste their Power Up by making them Sick before they get a chance to use it. | Buffs and debuffs displace each other. So if you're Sick (i.e. poisoned), you can use Power Up to get the temporary Powered Up buff. Woo! You're no longer Sick. Of course, it works the other way as well: you can make your enemy waste their Power Up by making them Sick before they get a chance to use it. | ||
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This works well with the card-based system Dynamons World uses, because you can't spam the same skill over and over. | This works well with the card-based system Dynamons World uses, because you can't spam the same skill over and over. | ||
'''GUI''' | |||
The game is just designed really nicely for mobile. | The game is just designed really nicely for mobile. | ||
'''Stats''' | |||
They have an Aim stat that affects accuracy (although I'm not sure exactly how, and there's no Evasion stat that Aim is compared against). ShadowApex suggested this feature for Tuxemon. | They have an Aim stat that affects accuracy (although I'm not sure exactly how, and there's no Evasion stat that Aim is compared against). ShadowApex suggested this feature for Tuxemon. | ||
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I have to say, collapsing Melee and Ranged into one stat and Armour and Dodge into one stat has occurred to me from time to time. However, I think keeping them separate does offer an interesting other area for team building. | I have to say, collapsing Melee and Ranged into one stat and Armour and Dodge into one stat has occurred to me from time to time. However, I think keeping them separate does offer an interesting other area for team building. | ||
'''Art''' | |||
It uses vector art rather than pixel art. I think it works very nicely, and vector assets are more adaptable. (Obviously I don't think Tuxemon should switch!) | It uses vector art rather than pixel art. I think it works very nicely, and vector assets are more adaptable. (Obviously I don't think Tuxemon should switch!) | ||
'''Items''' | |||
Items don't take a turn to use. As a consequence, they have smaller effects. I think this is also to encourage them being used more often, since they can also be bought via microtransactions. | Items don't take a turn to use. As a consequence, they have smaller effects. I think this is also to encourage them being used more often, since they can also be bought via microtransactions. | ||
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There are also items that give you a new skill (technique) for one battle. That seems pretty interesting, although I haven't used them yet. | There are also items that give you a new skill (technique) for one battle. That seems pretty interesting, although I haven't used them yet. | ||
'''Collecting''' | |||
You get a prize when you've caught all the monsters found in a particular area. There are variations of some monsters, e.g. in the winter area one of the monsters is wearing a cardigan. A bug is Wood type in one area but Water type in another. | You get a prize when you've caught all the monsters found in a particular area. There are variations of some monsters, e.g. in the winter area one of the monsters is wearing a cardigan. A bug is Wood type in one area but Water type in another. | ||
'''Social media''' | |||
There's an option to share on social media every time you catch a monster, win an important battle, etc. | There's an option to share on social media every time you catch a monster, win an important battle, etc. | ||
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If we ever make a mobile-focused follow up to Tuxemon, I think there's a lot that could be learned from Dynamons World. Its focus on microtransactions definitely comes at the expense of game play, but aside from that the game feels very satisfying to play on the mobile - it's clearly designed for touch rather than a keypad, for example. | If we ever make a mobile-focused follow up to Tuxemon, I think there's a lot that could be learned from Dynamons World. Its focus on microtransactions definitely comes at the expense of game play, but aside from that the game feels very satisfying to play on the mobile - it's clearly designed for touch rather than a keypad, for example. | ||
== Neo Monsters == | |||
[https://forum.tuxemon.org/thread.php?id=242 Original thread] | [https://forum.tuxemon.org/thread.php?id=242 Original thread] | ||
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Add in the layout and mobile-friendliness of Dynamons World, and you'd have a compelling game! | Add in the layout and mobile-friendliness of Dynamons World, and you'd have a compelling game! | ||
== Monster Racers == | |||
[https://forum.tuxemon.org/thread.php?id=240 Original thread] | [https://forum.tuxemon.org/thread.php?id=240 Original thread] | ||
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Someone's done a [https://www.youtube.com/watch?v=yAbdGqffB9s Let's Play on YouTube] if you're interested. | Someone's done a [https://www.youtube.com/watch?v=yAbdGqffB9s Let's Play on YouTube] if you're interested. | ||