View Full Version : Bio-mechanoids(A Bionicle fangame) [Still a concept/game idea]
Bonezmann
29-04-2008, 04:45 PM
While building a Bionicle recently, I decided to try and make a sort of trading card game making the use of Bionicle parts, allowing players to build up and battle them. This is actually still in concept stage. I still need to work on the different types of cards/elements etc.
I started this thread for any suggestions,hints, tips etc. and because I totally suck with colour matching I'm going to need your help from time to time when it comes to matching colours.
How the game will work:
There will be a basic playing field(still to be created), where the players build their Bio-mechanoids (this field will look almost like a RPG character screen where you equip stuff) at the side of the screen there will be an image that shows how your bionicle looks. Cards will be in four groups:
- Masks
- Limbs Most likely to be removed later)
- Weapons
- Armour
Players take turns in building up/attacking
Here is the basic card concept, note that it will probably change:
http://i272.photobucket.com/albums/jj179/bonezmann/CARDTEMPLATE.jpg
I know this is a HUGE project to take on but I am willing to take my time and make this what I think it could be.
Any suggestions welcome :)
dislekcia
29-04-2008, 08:22 PM
Take some time to define the combat system. That's going to determine a lot of how your cards can be used and how they work together... How are players going to deal damage? What's the goal of combat, to destroy your opponent's mechanoid or something else? Can players do anything about damage during another player's turn? Answer those sorts of questions and you'll be further along the path in creating something like this.
-D
DukeOFprunes
30-04-2008, 06:45 PM
That's a pretty cool idea.
Dis already said it, get some kind of combat system up first and then get into (but not stuck on) the details later.
If Magic: The Gathering is defined as: reducing your opponent's hitpoints from 20 to zero using summoned creatures and abilities, how is this defined?
Cloud_Ratha
01-05-2008, 03:17 PM
Look at magic the gathering, pokemon, dragonball z, yughio (cant remember how to spell that one). There are plenty of these kinds of trading card games. Once you've looked at them im sure you'll have a better idea about your game. Like having upgrade cards that "evolve" your mech
Bonezmann
05-05-2008, 11:01 AM
Look at magic the gathering, pokemon, dragonball z, yughio (cant remember how to spell that one). There are plenty of these kinds of trading card games. Once you've looked at them im sure you'll have a better idea about your game. Like having upgrade cards that "evolve" your mech
I've played all of them, loved them all, and now I want to make my own. A friend and I once made some sort of trading card game using action figures(Wolvering, Batman, Spiderman etc.), but we printed the cards so we could literally summon them out on the field. (Yes, I still played with action figures until the end of my Matric year and still occasionally do)
Back on topic
The aim of the game
is to destroy your opponents face (The gray thing behind the mask). It's totally custimizable, in other words you decide how your Mech looks by attaching arms, legs, weapons and armour.
The colour system
I'm still working on the colour system, like fire(Red), water(Blue) etc. Some colours can't be attached along with other colours, and some coloured parts deal double damage to other coloured parts.
Any other suggestions?
dislekcia
05-05-2008, 12:16 PM
Any other suggestions?
Seeing as you're working with humanoid mecha things... How about combos? :)
-D
Bonezmann
05-05-2008, 03:34 PM
Seeing as you're working with humanoid mecha things... How about combos? :)
-D
I'll try and work it out, good idea. Thanx :)
Thaumaturge
06-05-2008, 11:44 AM
This sounds as though it could be a cool idea, Bonezmann. ^_^
Hmm... What does one do on a turn, once one's mechanoid is out and armoured?
What, for that matter, is the benefit of doing anything other than pummelling your opponent's mask with everything that you have? Can one perhaps use body parts to block attacks (perhaps partially), leading to strategies that seek to destroy or disable those body parts?
Perhaps various limb and armour parts could provide abilities that are great enough to make them interesting targets.
I think that I would be inclined to take a leaf out of Yu-Gi-Oh's book, providing armour pieces (and perhaps weapons) that offer special abilities (including some that might act as traps - perhaps by allowing the player to slot into the armour or weapon piece a "face-down" card).
For example, the Shoulder Pads of Lightning might allow the wearer to equip one lightning-based card. The player might opt for a straight-forward lightning gun that deals x points of lightning damage each round, or a more devious lightning trap - the "Lightning Trap of the Chest", for example - that deals a large, once-off blow of lightning damage should the opponent attack the chest area (note that the trap does not necessarily act on an event that occurs to it's own parent armour piece).
This might. however, be avoided by the opponent by the equipment of a hidden lightning rod, which channels the damage away, or, better yet, the combination of a magnetic bottle and magnetic accelerator, which allow for lightning damage to be stored and fired, respectively.
Rarer armour and weapons might carry more such "slots", or allow for more powerful cards to be equipped; in the above scenario I imagine that the pairing of magnetic bottle and magnetic accelerator would call for a rarer, more powerful item of equipment that the lightning rod.
Second-to-last, are these bio-mechanoids always humaniform? For example, could I perhaps have a mechanoid with four arms, which, while weaker than two, might allow for more attacks per round and more items equipped?
Finally, what does the early game look like, in general? Do both players start with "naked" mechanoids, vulnerable to attack and weak on damage? Does this then perhaps lead to a sort of race at the start, with each choosing to attempt to either armour up quickly, in order to avoid taking damage, or power up quickly in the hopes of getting in a few devastating early strikes? I think that such an early game could perhaps be rather interesting, especially if you had cards that catered well to it - a card that allows two equips in a turn (or one extra, or an extra card played, etc., depending on what rules you have in place), for example, or one which allows your opponent one less (both of which could perhaps cancel each other out, making one a potential strategy against the other).
Like having upgrade cards that "evolve" your mech
Heh, that brings to mind a rather Dragonball-esque scenario in which two players each in turn pull out upgrade after upgrade, each stating "Ah, but with my super-upgrade-x installed, my power level is far greater than yours!".
Each round may well be followed by fifty minutes of poses, glares, incredulous looks and shocked statements that it "just... cannot... be!". ;P
Bonezmann
06-05-2008, 04:52 PM
This sounds as though it could be a cool idea, Bonezmann. ^_^
Hmm... What does one do on a turn, once one's mechanoid is out and armoured?
What, for that matter, is the benefit of doing anything other than pummelling your opponent's mask with everything that you have? Can one perhaps use body parts to block attacks (perhaps partially), leading to strategies that seek to destroy or disable those body parts?
Perhaps various limb and armour parts could provide abilities that are great enough to make them interesting targets.
I think that I would be inclined to take a leaf out of Yu-Gi-Oh's book, providing armour pieces (and perhaps weapons) that offer special abilities (including some that might act as traps - perhaps by allowing the player to slot into the armour or weapon piece a "face-down" card).
For example, the Shoulder Pads of Lightning might allow the wearer to equip one lightning-based card. The player might opt for a straight-forward lightning gun that deals x points of lightning damage each round, or a more devious lightning trap - the "Lightning Trap of the Chest", for example - that deals a large, once-off blow of lightning damage should the opponent attack the chest area (note that the trap does not necessarily act on an event that occurs to it's own parent armour piece).
This might. however, be avoided by the opponent by the equipment of a hidden lightning rod, which channels the damage away, or, better yet, the combination of a magnetic bottle and magnetic accelerator, which allow for lightning damage to be stored and fired, respectively.
Rarer armour and weapons might carry more such "slots", or allow for more powerful cards to be equipped; in the above scenario I imagine that the pairing of magnetic bottle and magnetic accelerator would call for a rarer, more powerful item of equipment that the lightning rod.
Second-to-last, are these bio-mechanoids always humaniform? For example, could I perhaps have a mechanoid with four arms, which, while weaker than two, might allow for more attacks per round and more items equipped?
Finally, what does the early game look like, in general? Do both players start with "naked" mechanoids, vulnerable to attack and weak on damage? Does this then perhaps lead to a sort of race at the start, with each choosing to attempt to either armour up quickly, in order to avoid taking damage, or power up quickly in the hopes of getting in a few devastating early strikes? I think that such an early game could perhaps be rather interesting, especially if you had cards that catered well to it - a card that allows two equips in a turn (or one extra, or an extra card played, etc., depending on what rules you have in place), for example, or one which allows your opponent one less (both of which could perhaps cancel each other out, making one a potential strategy against the other).
Heh, that brings to mind a rather Dragonball-esque scenario in which two players each in turn pull out upgrade after upgrade, each stating "Ah, but with my super-upgrade-x installed, my power level is far greater than yours!".
Each round may well be followed by fifty minutes of poses, glares, incredulous looks and shocked statements that it "just... cannot... be!". ;P
I have indeed thought of all of the above mentioned cards. Mechanoids will vary from the toa's*through the Borok's* to whatever is still available so basically any creature can be played with if you have the card.
I have been thinking alot lately and decided that the players will summon whole Mechanoids, so the new category's are:
-Mechanoid
Monsters with which the players battle
- Weapons
Anything from swords to guns
- Armour
Anything from shoulderpads to breastplates.
The basics of the weapons special Abilities:
There are six elements: Water, Fire, Ground, light, darkness, and nature(trees etc.).
Each element has it's weaknesses and strengths, and according to the attached weapon and the opponent the damage is dealt.
For example:
Player 1 has a Red(Fire) Mechanoid equipped with sword of flame
Player 2 has 2 Mechanoids on the field, one is green(nature) and the other is blue(water). Both without any armour(will explain armour later)
The Sword of Flame adds +5 to the attack-count making the red mechanoid have an attack-count of let's say 8 and the both Player 2's Mechanoids have a total of 10 "life points". Now if the red mechanoid attacks the Green(nature) mechanoid he'll do let's say 10 points of damage, but if he attacks the blue(water) mechanoid he'll do only 3 points of damage.
Armour:
Each piece of armour adds a certain value to the defence-count, which is then all added together to form the final defence-count.
For Example:
The Mechanoid has 8 defence-points, and then adds three armour pieces nl. Left Shoulderpad +1, Right Shoulderpad +1 and Breastplate +2. The total Defence-count would then be 12
The same for the attack-count, for example:
The red Mechanoid has an attack of 9 and then adds 2 weapons nl. Sword of Flame+5 and let's say a flamethrower+7. It's attack count would then be 21. BUT the attack count is not final until the player defines the target which i'll explain next.
Relationships:
No, it's not love or friendship. Relationships works like this:
There are three relationships that the elements have with each other nl. Weak, strong and Neutral.
Weak
When a element's relationship to another is weak, they take extra damage. For example Fire's relationship with water is weak, therefore it'll take extra damage
Strong
When an element's relationship is strong with another element, it takes less damage than normal
Neutral
When an element's relationship to another is neutral, no extra/less damage is taken
I'm looking for another word to replace "relationship", any suggestions or is it okay?
Teaming up your Mechanoids:
A maximum of three mechanoids can be summoned on the field, this is where relationships2(temporary name) kicks in. This is how it works:
Let's say there are 2 Mechanoids on the field. A green(nature) one and a brown(earth) one naturally they fit because of obvious reasons I am not going to explain which in this case gives them a combo ability where they can transfer(still in planning) attack/defence points or even with the use of a card(NOT polymorization) they can join together to form a bigger stronger mechanoid, thus giving them the ability to "evolve" OR with the use of another card they can do some combo attacks.
The NEW aim of the game:
Those who are familiar with the Bionicle story-line knows that there is a "Mask of life", this will be the new aim of the game. Destroy the other Players Mask of life, which as an X amount of points/sectors*to destroy
* Sectors explained:
If I use the sector method(the Points method is SO old) It'll work like this:
Here is a basic image of the "Mask of Life"
http://i272.photobucket.com/albums/jj179/bonezmann/maskolife.jpg
and here is a basic image of the "Mask Of Life" with sectors
http://i272.photobucket.com/albums/jj179/bonezmann/maskolifesectors.jpg
Each time the player has no Mechanoids on the field and is attacked, he/she loses a sector of their mask, and -I'm still thinking about it- his Mechanoids gets a little weaker because they can't live without the "Mask of Life".
Phew, that was a whole lot. Tell me what you guys/girls think.
Please note that all images above are just quickly drawn and does not represent what the images in the gme will look like, except where stated otherwise.
01DT!m3r
06-05-2008, 08:18 PM
What resources or constraints are you putting on players so they dont play everything at once . Eg like magic has mana , lord of the rings had those points and yu gi oh only allowed 5 monsters down at any time .
Cloud_Ratha
06-05-2008, 08:20 PM
I hope you will put "instants" in... i love having my opponnent unleash a fury of spells on me, just for them to be countered and sent right back at him (unless s/he has anotehr counter :( )
i apologies if this is incorporated already, i read your posts ages ago, its soo long :D
Bonezmann
07-05-2008, 09:33 AM
What resources or constraints are you putting on players so they dont play everything at once . Eg like magic has mana , lord of the rings had those points and yu gi oh only allowed 5 monsters down at any time .
Similar to other Trading card games, the players take turns and in each turn (Just like in most trading card games) there are various phases:
Draw phase
The player draws
Effects phase1
All "effects" happen(similar to the "Standby phase in Yu-Gi-Oh)
Summon Phase
Player summons one monster to the field, if he/she can/wants or plays/sets special cards
Battle Phase
Mechanoids battle it out
Effects Phase2
Same as effects phase1
-Turn ends-
I'm still working on the resources thing, I'll update the Thread later. :)
-edit-
I hope you will put "instants" in... i love having my opponnent unleash a fury of spells on me, just for them to be countered and sent right back at him (unless s/he has anotehr counter )
i apologies if this is incorporated already, i read your posts ages ago, its soo long
So far there will be instants :)
Bonezmann
07-05-2008, 02:41 PM
Right, here comes the resources:
Mechanoids work by receiving energy from the "Mask Of Life", this energy is called elementalis(or elementalii for plural). Each turn you get 1 colour of elementalis for every Mechanoid on the field. However you can only gain the same colour as the Mechanoids on the field.
For Example:
You have one Red and 2 blue Mechanoids on the you get two blue Elementailii and 1 red elementalis.
*edit* still working on how to use them, still working it out :)
What do you guys think? Suggestions?
Question: Would this be possible in Game maker 7 pro?
Cloud_Ratha
07-05-2008, 03:39 PM
Anything is possible in gamemaker ;) it sounds good. Will definately be keen to see some prototypes. I need to get the pro but im not so keen on paying :(
Gazza_N
07-05-2008, 03:48 PM
I need to get the pro but im not so keen on paying
Roughly half the price of a AAA PC game, to obtain a tool that allows you to create pretty much any game you can imagine, AND THE RIGHTS TO SELL IT? I'd say that's an epic bargain.
I'm keeping an eye on this one, Bonezmann. Anything with battling robots in it immediately has my attention, and the mechanics look interesting. Don't be afraid to post prototypes! ;)
01DT!m3r
07-05-2008, 04:52 PM
Only two complaint if you get elementalii for having mechanoids then how would you start ? and wouldnt that unbalance the game?
Bonezmann
07-05-2008, 05:10 PM
Only two complaint if you get elementalii for having mechanoids then how would you start ? and wouldnt that unbalance the game?
You don't nessecarily need ellementii to summon a Mech, you only need it to attack. Summoning a mech will require something else I guess...
I think it's still a little too early to make prototypes, i'm still brushing up my Gamemaker skillz and I haven't got a prototype deck,at least 15 cards per player = about 30 cards that needs to be designed. But I'm busy :)
Bonezmann
08-05-2008, 03:49 PM
Okay, I admit I need help. How can I make two cards do battle? I'm busy with the Prototype.
Thaumaturge
08-05-2008, 04:18 PM
Perhaps this is less specific than you are looking for, but at a high level I would imagine that this could be done something like this:
The player selects a card that he or she wishes to have attack, as well as a target for the attack.
If multiple attacks are available, then the attack to be used would also be selected.
The computer calculates, based on their attributes and any modifiers, which should win.
If you wish to allow the defending player to interrupt the attack, then perhaps instead have the attacking animation begin when the attack is initiated, but do nothing else until a certain amount of time has elapsed (the interval perhaps being related to card statistics)
Appropriate special effects are produced, and the cards dealt with according to the result - losers being sent to a "graveyard" or destroyed, for example.
Are you unsure of anything more specific? I'm afraid that I don't really know much about the specifics of implementation in GameMaker, but I imagine that others here should be able to help with such. ^_^
Bonezmann
08-05-2008, 04:21 PM
Yes, I actually want to know -how- to make the Mechs battle each other using game maker. But thanx for the input anyways :)
Thaumaturge
08-05-2008, 04:59 PM
Fair enough - hopefully someone else will have the relevant pointers for you.
I'm afraid that I'm returning NULL (or something close) on this. ;P
Bonezmann
08-05-2008, 05:20 PM
It's okay :) Thanx for the input though, you did however help me a bit by laying out the attacking thing :)
Thaumaturge
08-05-2008, 05:34 PM
My pleasure. ^_^
Bonezmann
09-05-2008, 05:39 PM
I've got some sort of a prototype going, it's only for summoning cards out of your hand, thus I call it:
BioMech_Prototypev001 (http://www.conlan.zzl.org/Biomech_Proto.zip)
Note that the field look crap and the cards just jump from your hand to their slots, it's all it does, it just takes a card and places it in an empty slot.
Thaumaturge
10-05-2008, 08:40 PM
Well, it seems to work, for the most part. ^_^
As you said, this is a very early prototype, so I imagine that much will change, but the following wee the two things that bothered me when trying this version:
At the moment it seems to prefer to add cards to the end of the list, and, if it fails, presents a message indicating that the list is full - which is fine, except for the fact that it also presents this message when one attempts to add a card to the field with a card in the final slot, but an open slot to the left, despite successfully adding the card to the empty slot.
Similarly, it seems a little odd to me that clicking on a card on the field re-places it on the field, instead of either doing nothing or moving it back to the player's hand.
Nevertheless, a good start, I believe. ^_^
Bonezmann
12-05-2008, 08:55 AM
Last night around 22:00 I had an epiphany, the game mechanics are going to change completely.
Right, here's the new prototype. Things are a little choppy as I've done this in a hurry so please bear with me.
MechProto (http://www.cononiah.com/mechproto.zip) ~1-2MB
Here's how it works:
On the bottom of the screen, you'll see a card. Left-click on it to summon a "mech", then click on the mech to bring up an "attack" menu(the picture with a "1"). Then press and hold "1" to attack the opposing "Mech".
Notes about this Prototype:
- The sprites used are not the actual sprites that will be used in the game. They'll be raplaced once I get a basic game running.
- I'm working on fixing the "attack" problem where you have to hold the "1" button down to attack.
- There are a few other problems such as respawning after attack, which i am also working on.
Comments?
Thaumaturge
14-05-2008, 11:15 PM
Well, there's little to comment on at the moment that you haven't mentioned yourself, I think; using the keyboard to control the character doesn't "feel" like the right idea to me, however - I think that the mouse would better fit such a game (at least as I imagine it at the moment).
As things stand, I find it difficult to see quite how it's going to turn out, as the game could take a number of directions. Right now, it brings to my mind an old-fashioned RPG (of the sort that uses a separate battle screen) than a card-based game, but that may well change once you have more of the mechanics in place.
Either way, it could work, I believe, depending on how it turns out. ^_^
Bonezmann
15-05-2008, 09:18 AM
I still need to work on the design for the "Hand" area, where you keep your cards, and I need to figure out a way to make the character move to a certain point at once when clicking the mouse button on the designated target.
As I said, that was a basic prototype and I worked at the speed of light as to not forget what I want to do. I'll start working on the next one and see what happens. :)
Thaumaturge
16-05-2008, 10:44 PM
Fair enough - I look forward to seeing how it turns out. ^_^
Bonezmann
19-05-2008, 10:56 AM
I designed a rough version of the Hand area, I'll post a picture later on :)
Bonezmann
04-07-2008, 08:48 AM
Just would like everyone to know I'm back on working on this game along with Sprit and Battle Monsters. :)
Thaumaturge
05-07-2008, 04:51 AM
I'm glad to hear it! ^_^
I hope to see a new prototype soon. ^_^
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