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News
  • 08/21/12 - Poll ended; /cod/ split off as a new board from /pco/.

File 134794459799.jpg - (1.15MB , 1680x1050 , 1156699-1680x1050-Sailor-Moon-vs-Smile-Precure.jpg )
45795 No. 45795
Okay, so we talked about this in the /durp/ topic a while back, but since MESIAS brought it up again and I was already working on a project exactly like that for fun, it's time we moved this to /coc/.

The subject is: Super Magical Girl Wars. If you've played Super Robot Wars, you know the jist. Massive crossover of various properties--the player controls a good crossover army, fighting an evil crossover army. In this case the crossed over properties are Magical Girl franchises, rather than Super Robot franchises.

(thread image was the first thing I could find on GIS)

It looks like we lost most of the data from the /durp/ thread, and we're still basically in the brainstorming period, so no worries about throwing any old thing out there.
Expand all images
>> No. 45801
As a minor update to let you know where I am:

*I had a rudimentary engine up and running in C# and was working on editors, but I've switched to HTML5/Javascript because it maximizes portability of the project, makes editing game data and the like easier, and makes testing and debugging a lot easier. So far it runs even faster, and what's present runs well in both Chrome and Firefox--when I get toward the end I'll make sure Safari, Opera, and the latest Internet Explorer work with it. I'll try to make it work in some of the older IE's, but that's low priority.

*I'm currently testing the engine using mostly resources found on the internet that are aimed at RPG Maker users. These aren't going to be in the final product, but if I show any screenshots before I've thrown together some better graphics, don't be surprised to see them.

*I have little idea what I'm going to do about the story, other than that I want to make it as smoothly as possible hit at least the major plot points of the various series that will be included. This is the list of franchises I'm currently planning to include (which isn't final either):
- Sailor Moon (First Series / Manga / PGSM)
- Futari wa Pretty Cure (First Series)
- Magical Girl Lyrical Nanoha (First Series)
- Princess Tutu (First Season)
- Card Captor Sakura
- Madoka Magica (Anime)

*I'm sticking to first seasons/series for the moment to try to limit the scope of the project from the outset--I've got enough experience with game projects that I know the dangers of being over-ambitious. If this goes well, I'm open to follow-ups later that address later series, but that's not something I'm worried about right now.

*There are a lot of Magical Girl franchises I'm not familiar with--including most of Pretty Cure. I chose Futari wa Pretty Cure because it's the first series and I figured it was the most iconic, but I've only watched about half of it so far. I am open to using franchises that I'm not familiar with, but only if you guys can provide me with the details and/or help with those series I don't know.

* I keep saying "I" because up until now this has just been a project I've been working on personally as my own little distraction. The fact that interest has been expressed made me open the door to other people getting involved if they like. If you guys end up wanting to become part of the whole thing, I'm more than happy to turn "I" into "We."
>> No. 45816
File 134828502323.png - (303.69KB , 659x999 , update0921.png )
45816
I guess if I'm going to run the thread, I ought to apply a name, at least while I'm in here.

Weekly Status Update 9/21/2012:
Graphics engine, tiling/mapping engine is running, databases are loading, including map data and unit data.

While I've got test databases in place, I don't have any finalized data in any of the databases, so when I say I have maps and unit data working, this is all using testing data and will need tweaking later as details are finalized.

I've got pathfinding working now, which was my biggest concern regarding processor in the main battle map scenes. It happens instantly with up to a ten tile range on my test computer, though begins to show a little lag at 11-12 tiles. Noticeably slow at 15 tiles, and 20 tiles may as well have been frozen. My expected average movement range per turn was five tiles anyway, so we'll have to see during later testing if this needs tweaking once more obstacles are on maps and characters are more powerful and min-maxed. That'll give me a chance to test on weaker machines, too.

Currently turns are progressing correctly, using an ATB-style turn progression (think FF Tactics) where units with different speed get to take their turns faster. Units can currently move around the map and pass their turns with the Wait command. There's no Attack menu yet--I've got to get the Attack Data structure in place before one can be built properly, and get damage algorithms hammered out. That's next.

Not bothering with attack animations yet--that can wait until I've got a better idea of what all I'll need. I intend to do attacks as cut-ins, Super Robot Wars or Fire Emblem style, rather than map-animations. I do have some sprite templates in the work for those, but they take a lot of time and are low priority at the moment.

As mentioned above, the graphics here are pretty much all placeholders until I get an art direction figured out (at least for the UI) and make my own. Map sprites will probably remain just icons (just not ones I ripped from internet concept art), with most of the real spriting/animation effort going into the attack animation cut-ins.

Next is getting Attacks and Traits working. Actions will define what a Unit can do in battle, and Traits will define pretty much all the little details about how they behave that don't relate to their base stats. If I end up using Equipment (right now I'm thinking they would be jewelry or accessories or something, rather than weapons and armor), they'll basically just give the wearers Traits while they're wearing them, and Status Effects will also just work as temporary Traits, so they're pretty key to the whole thing.

This is all just engine backend stuff, though. I'm still looking for input on what sorts of actions and traits and everything characters will need.
>> No. 45819
This reminds me of a project I've seen on 4chan /m/, they are making thier own SRW as well as a 'SRW-maker' along the lines of RPG-makers, so people can make thier own games with it.
It's been in development a looooong time, I'm not sure how thier group is faring.

Anyway this concept looks cool, I wish you the best of luck in your endeavour.
>> No. 45820
3DS「PROJECT X ZONE(プ…youtube thumb
Namco X Capcom - Characters Exhibition part 1youtube thumb
Namco X Capcom - Characters Exhibition part 2youtube thumb
Namco X Capcom Comboesyoutube thumb
namco x capcom-multiple assault exhibitionyoutube thumb

Thsi is how the fights should be.
>> No. 45827
>>45820
I was actually already planning to do a fairly similar style of "Simple Map Sprite -> Choose attack -> Cut to more detailed battle animation," and had planned for there to be combo attacks but that last video did put my mind on multi-hit attacks, and might help solve the issue I had with characters with smaller movepools. I can just have characters use the same "Move" in more advanced combos to make character movepools bigger.

I was worried, because characters that didn't use Named Attacks were giving me problems before. Like the Pretty Cures--even trying to turn Black Thunder and White Thunder into separate moves (that turned into Marble Screw when they were next to each other) left them with just "Cure Punch" and "Cure Kick", neither of which are even official moves. Giving them multi-hit melee combos definitely makes more sense.
>> No. 45832
File 134849933782.jpg - (116.34KB , 700x700 , Cure_Black_White_01[1].jpg )
45832
>>45827
>> No. 45909
File 134940945661.png - (537.54KB , 1632x1236 , update1004.png )
45909
Another update. Making a lot of progress on the main battle engine. The only menus left to build are the Settings menus and the Load/Save menus.

Selecting attacks works, targetting them works (and the correct range is shown), and the Area of Effect can be set up as a simple cross, a square, a line, a cone, or set to affect all enemies, all allies, or all units. The indicator at the bottom right shows who the next units to take a turn will be (since I don't have face graphics for most of them, this isn't very helpful at the moment). That bar to the left also shows if the unit who will be taking the turn is a player character, an ally, an enemy, or a neutral unit. I also turned off the grid for now.

The battle engine is the only thing I've worked on at the moment, so nothing has been done toward character customization (the "Base" menu), between battle vignettes, or the Title Screen, Load Screen or Save Screen.

Major goals remaining for the battle engine:
- Settings Menu
- Save Menu
- Load Menu
- Simple attack animations (basically just a damage readout and a flash)
- Complex attack animations (display an actual cut-in animation with the caster doing her move and the target getting hit by it)
- Status Effects
- Transformations
- Enemy AI
- Determining when to show Combo Attacks
- Determining combo attack damage
- Victory Conditions
- Map Scripts (Trigger dialogue, mid-battle reinforcements, etc.)
- Player Army Placement

There are some minor tweaks to be made as well and I don't intend to go into all of them because they're just a bunch of odds and ends that aren't necessary yet. Like showing a character's Equipment to the Status Menu once Equipment is fully implemented. And of course there's probably going to have to be custom logic added once there are specific attacks/scripted actions/etc. to code for. But I'm getting pretty close to having a fairly solid skeleton in place from which to start the real work.

It's probably getting to be time to start thinking about story, finalizing character line-ups and attacks and stuff so I can know what all graphics resources I'll need to start making. Even knowing they're just placeholders, these RPG Maker resources are grating on me.
>> No. 45970
Amazing!
Keep on going!
>> No. 46043
I like the setup so far, but I'd use all original artwork (eg nothing taken from the official animes or mangas, just having your artist draw everything) if it were me, it just seems more fluid/consistent.
>> No. 50478
Would there be unlockable lewd modes? There better be unlockable lewd modes.
>> No. 50480
>>50478
I mean, not even NSFW. Like, swimsuit mode, undies mode, bunny outfit mode, the stuff
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