Breeding Heaven: A Monster Breeding Game

Titanhex

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I've started work creating my own resources in conjunction with stock resources found in the community.
 
Pitch:
Breeding Heaven is a familiar Monster Breeding game. It aims to capture the intelligent, fun spirit of strategically combining monster traits to create stronger, more powerful versions. Unlock new breeds, inherit new traits, and learn new skills. Monsters can be bred to fight, or optimized as the perfect livestock. Satisfy clients, battle in an arena, and travel through the depths of the monster world to discover new breeds.
 
The game aims to be free. Any money gained from the project will be purely through donation or Patronus if it reaches that level, in which case it will switch to a "Commercial" model but free status.
(This would mean either a change in resources or payment of licenses)
 
Project Scope:

At present the scope of the project is rather small. 
 
Scripting:
I'm scripting the breeding and monster system, and know how to script. However, it's a lot of looking at the base RM scripts, seeing what they do, and then writing scripts to fit into the framework. Someone with more knowledge could do a better job in less time.
I have a lot of the information that goes into the scripts in place. The scripts at present are menus, data and game systems, and menu integration.
I may rewrite the base engine to work with my game systems as well.
 
Art:
Not looking for busts or tilesets or even much in the way of custom sprites or characters. If there's a need for pixel art, I can handle everything minus quality animation.
If you are a pixel artist and you take interest in the project, I could always use deeper changes between each variation of a monster. There's also a place for someone who wants to design and pixel art monsters for the game.
 
Mapping:
Easy, handled by me. The main focus is the breeding and stables. Areas to hunt will be added, with linear progression models, but they're meant to be easy enough to map that I can handle it.
 
Eventing:
I'm a master eventer.  I've evented a ton of systems, including a CBS and CMS. This is something I can handle on my own.

Writing:
I've learned a ton about writing and narrative and dialogue. I should be able to handle all of this.
 
Audio:
There's a lot of free stock out there I can use. Considering the limited narrative and the minor amount of fields, what's available should be enough.
 
Context and Framing:
The story that drives Breeding Heaven is that the monsters and part of the world are the manifestation of dreams by a sleeping god.  They plague his dreams and endanger the world, and must be purified. Once purified, they can be used as cattle, pets and powerful combatants.
 
As you go farther into the dream and away from the world, the monsters become stronger and more powerful.
 
This simplistic story allows simplistic narrative objectives without overshadowing the heart of the game, monster breeding, which is a largely stationary task.
 
Features:
The game is about it's features, so this list will be long.
 
Endless monster combinations to create unique monsters.
Every monster has 6 variations. 3 of those are found in the wild, and the other 3 can only be found by breeding. Variations may be born with unique skills or traits.
 
Breed monsters to create unique stat sets, which can dramatically change the way the monster grows.
 
Monsters have passive modifiers known as traits, as well as skills. Every skill will have a trait attached to it. Different combinations appear randomly in the wild.
 
Monsters retain skill/trait combos in the form of dormant skills, holding up to 5 dormant combos. They cannot access dormant combos, but they still play a part in breeding.
 
Use the Beast Shop to rearrange skills and traits on beasts randomly, and later to precisely swap out traits and skills with one another.
 
Battle through the arena to raise a champion line of monsters.
 
Fight through simple dungeons, attempting to reach the most difficult and strongest of monsters for your collection. Including boss monsters, with unique gifts to bestow.
 
Capture and purify monsters in the wild, or have more control of what you get by buying from the Beast Shop.
 
Monsters can produce valuable items when tended to. These items can be sold or used on monsters for their benefits.
 
Monsters can be raised and bred for battle or as livestock. There are two different stat sets that contribute to a monsters ability to gain money and to battle effectively.
 
Fulfill client demands for money and prestige, ranging from Bronze (Easy), Silver (Medium), Gold (Hard).
 
Inheritance works as such:
The father passes on his species, and the mother passes on her variation. If it's a slime, variation 2, as the father with a dragon, variation 5, as the mother, the child will be a slime, variation 5.
 
The father passes on his base stats he gets at level 1. The mother passes on her growth stats, the stat gains she gets per level. 
 
Their current stats are then averaged out and a small bonus is applied to the base stats. The exp needed per level is then increased slightly based off the bonuses.
 
A monster can have 10 skills. 5 Active and 5 Dormant. Priority is given first to skills with common combos followed by common traits, then common skills, and lastly to those with no commonality. Priority is further sorted by whether a skill is active or dormant.
 
Monsters that share the same skill/trait combination have a chance of leveling up both the skill and trait when bred and passing it on to the child.
 
Project Assets:
I have a number of assets to add to the project.
 
I'll be implementing my CBS here.
 
I have a handful of sprites both original and modified that I'll be implementing into the game itself. I've worked a lot with modified Celianna sets and Mack sets so I have resources available not on the web.
 
I've been doing my own coding for the project for a little while now. 
 
I've been working on and developing the design for the breeding system.
 
Prject Organization:
For a project to succeed it must be organized for everyone, whether it's one person or 20 people. The ideas must be communicated effectively and flow smoothly.
 
Organization allows goals to be completed and progress to be measured. It prevents aimless work and ensures productivity.
 
The first asset we'll use is Dropbox. You will have to register for a Dropbox account if you don't have one.
 
In Dropbox will be .rb files that will allow us to edit the scripts independent of the project. This will allow coding to be done without overwriting if mapping or any other activity is taking place.
 
A To-Do List will be available covering different areas of the project. As the To-Do list is completed the tasks will be moved down to the Completed section of the To-Do List.
 
Several text documents labeled as Changelogs will be present. One is a Script Changelog, one is an Artist Changelog, one is a Technical Changelog  and the last is the Design Changelog.
The Script changelog will document completion, changes and creation of scripts.
The Artist Changelog will document completion, changes and creation of art assets.
The Technical Changelog will document changes and creation of technical evented systems in the game.
The Design Changelog will document changes to the overall design of the game, including writing, narrative, level design, mapping and vision.
 
A PunchLog will also be available. This PunchLog will be organized as such.
Put your name, date, time and area when you make changes to part of the project. When you're done or change areas, you add that to the PunchLog document.
This system allows others to know when you're working, what you're changing, and prevent over-writing of each others work.
 
All art assets are kept in the graphics folder and are easy to manage.
 
Lastly an "Ideas/Brainstorming/General" text document will be available to communicate low priority information to one another.
 
Github is an option that I may put in place. At present though it may just be overkill.
 
Trade Service:
I offer Trades for work. I am a pixel artist, scripter, master eventer, writer, designer, mapper, parallaxer... Basically a Jack-Of-All-Trades with limitations in each area. Still I'll do my best to fulfill a request in exchange for work.
 
Examples of my work:
 
Battlers:




 
Characters/Misc:



 
GUI:
 

 
Tiles/Characters:


Focus System
 
Mapping and Game Demos:
Spirit Spark Demo 
Island Tribes Game Demo
Patching/Editing of Scriptsby me. UI by me. Events by me.
Fishing Script completely done by me.
 
Screenshots:

Old Code:
Monster Class
 
Recruitment:
High Priority:
Scripter - Menus and Data/Game Rewrites and Writes.
 
Medium Priority:
Pixel Artist - Monster Character Sprites
 
That sums it up.
 
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kiddeath95

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Well, if you end up getting it to where you need someone to test it, I can do it for free. I would assist in scripting, but I'm only learning right now.

The game does sound pretty interesting tho.
 
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Czar of Games

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I will test it anytime pm me whenever
 

Teivel

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I feel as though this project should have more spotlight, it seems like a great one TitanHex! Don't give up.
 

Titanhex

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Thanks. I'm working on the scripting at the moment. Rewriting the script to better fit in with the Actor class of RGSS3. It'll be worth it in the long run, then I can work on more of the monsters artwork.
 

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