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Removed from Hiatus and Improving the Engine.

  • XBuster
  • 10/12/2015 01:04 AM
  • 1225 views
Hi everyone. Sorry for the nearly 2-month hiatus. I recently graduated from Lincoln Tech and wanted to take a break from everything. Anyway, the game is now back on production and I want to announce some improvements for Monster World Legends.

First off, I want to change the physics of the characters. The game was originally meant to play like a Mega Man game with a heavy emphasis on platforming similar to the Mario games, but I want to change some things. Do you guys know how when you stop, the character stops immediately? Well, its time to change that. The MW games always had you sliding a bit after moving for a sense of weight and speed.

Next, I want to add an upgrade system. I know before I wanted the game to be power-up based before. Those will remain in tact, but the game needs an ability/upgrade system to improve character performance and even grant them new abilities. This has been done before, but it recently came to mind when I played Sonic Generations (the game came out in 2011, but I'm just now playing it in 2015). Sonic Generations has a Skill-System where you can buy and earn skills to improve the way Sonic played. You could make classic Sonic have the homing attack or increase the speed of Modern Sonic. It was a very inventive system for a sonic game.

New stages are in the works as well. As of now, there are a ton of stages to play through and have adventures in, but there will be a lot more with the next release. I plan on increasing the world count to 10+. The new world themes I have in mind are Tropical, Desert, Forest, Ice, Sweets, Japanese, Jungle, Volcano, Sky, and Space. In this game, some stages are short, others are long. Most must be short, but sweet. A bunch of long stages would not work with something like this. I'm aiming for stages that are addictive and re-playable.

Characters are being tweaked also. The last demo released was focused on stages and gameplay. The characters developed by other users here are in the works as well. There are so many animations for them, its hard to pick which ones I want to use. The hardest one to work with is Bai because of her large weapon, but its not as hard as it was a while ago. Creating characters is simple now:) I found a way to cut my sprite usage in half by flipping one sprite in coding rather than doubling it and flipping it. It saves so much time and space.

If there are any ideas you guys have for me, feel free to post them. I will happily give you credit for any new material you can suggest. Its good to be back and I look forward to hearing from you. Be blessed and Happy Holidays!

Posts

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Hmm... I've never been a fan of sliding after the arrow key is released. It makes precise positioning and landing harder and may lead to frustrating falls that aren't completely the player's fault. So I'm not sure if that change would be a good addition to the game...
But I like how some of the Castlevania games create an illusion of weight and balance without the sliding: They add a couple of animation frames that show the character breaking abruptly. It could be an alternative to consider.

Upgrades sound good.
Keep up the great work! :D
author=Avee
Hmm... I've never been a fan of sliding after the arrow key is released. It makes precise positioning and landing harder and may lead to frustrating falls that aren't completely the player's fault. So I'm not sure if that change would be a good addition to the game...
But I like how some of the Castlevania games create an illusion of weight and balance without the sliding: They add a couple of animation frames that show the character breaking abruptly. It could be an alternative to consider.

Upgrades sound good.
Keep up the great work! :D


I'm not really a fan of it either. The good thing is, the stop will be almost instant. Maybe it won't even be changed. I just want to make this to be as close to the originals as possible. In the end, I will probably change this engine into "Monster World Maker". Castlevania games do that pretty well. Is Symphony of the Knight good?
Pages: 1