A long one this week! For Atonal Dreams, I made Savitr's flying figmon steed, and the beginnings of a world map you'd use for fast travel. I also want to talk about an idea I have for a potential smaller side project: a simple roguelike virtual pet thing...
Another Friday update!
This week, I was working on the connection between the intro and the tutorial island section in the waking world, which I've been unsure about for a while.
Ages ago, I talked about - and designed - some kind of transport monster/figmon that'd explain how Savitr and Collie got to where the island they're on when the game begins. The nameless old version from... June, apparently (wow) was like a kind of dragon boat, meant to be reminiscent of a chess knight but it wasn't really:
This week, I created a revised version. Here's a progress picture with Savitr and Collie mounted on it; Collie's asleep, and she'd wake up like this following the intro (looks like she's in the throes of sexual ecstasy or something though):
And here's a 'finished' version (though I should probably add at least a bit of texture painting, and the animation needs refining):
I'd say it's clearly more horsey! Plus it has some design similarities to other figmon (like the ghostly tail). I gave it a name, Mysteed, which is mystic + steed but which I keep reading as "my steed" (as I assume everyone would), so either I could make jokes about that in the dialogue or think of something else.
I've always loved abstract world maps, like the ones in Super Mario World or early Final Fantasies, so I decided to try adding something similar here:
Savitr and Collie would be astride the Mysteed (this was tricky to set up since it required synced animations), hovering at the side there...though I wonder whether they look like they're in the foreground or just massive. I did it that way to allow for dialogue without moving any cameras or models around.
You'd select a node using a cursor, causing them to fly down to it. The new nodes would correspond to (some) save crystals, and you'd be able to return to this screen from those crystals, like Fly in Pokemon.
The Mysteed being aerial works best for something you could summon from anywhere, but "if they can fly, why land at the beach rather than right at the monastery??" is a question I'd have to make up an answer to if I stuck on this path. And lore stuff matters to me a lot, so this bothers me! I'm not sure what to do there. (It's not like Pokemon ever had a reason for not being able to Fly to places you'd not visited, though.)
The map's based on this concept art I posted somewhere a while back:
Obviously it's not finished yet! I wondered at first whether to use a static painted image or something, but it felt a whole lot quicker and easier to just use the existing map-building code, so I did that. Unlike a static image, it's something I can easily add to over time rather than having to fully plan all at once.
I've been wondering whether to do it super stylised, with everything sepia-toned like a cloth map - like the world map in Taming Dreams - though maybe that'd clash with the coloured Mysteed and characters hovering above it?
But yes! That's what I did on Atonal Dreams this week! I'm getting there! Hopefully soon I'll be able to combine the intro and Sprouting Isle bits and have another alpha version to test... as I've been saying for a while.
I want to spend the rest of this post talking (at some length) about a refined idea that I first presented in ∞ a post about a week ago ∞...
Side Project Idea
In that post, I mentioned that I'd been wondering whether to make a virtual pet mobile game, as a quick side thing, but I didn't really give any details... since I hadn't come up with any! Though the idea was hardly met with enthusiastic excitement, I like the process of coming up with games, so here are some ideas I wrote out the other day for how I might go about such a thing! Does this even slightly interest you??
I've always approached the games I make as standalone things, which you play through once then move on from, like all the games that I played growing up. Back then, developers had to release games in their full and final form because there was no easy way to patch them (for console games, at least). These days, with the omnipresent internet connections and many games purely being digital anyway (I've stopped getting physical copies myself), 'games as a service' seem to be more common, maybe even the norm.
I see a lot of indie devs speaking about working on their game months after its actual release, maintaining a userbase and gradually adding more and more content... though these are games released on Steam for a single price at the start, with no additional costs, and with the 'L-shaped' sales graph you usually see - where the majority of sales are in the first week, or first couple of days even - it seems to me like pouring tons of effort into something that'll give nothing (money-wise) in return.
Mobile games are ridiculously more profitable than all other forms of games, apparently (I saw a video talking about this in detail recently, but I'm not sure which one it was; maybe ∞ this 40-minute-long one? ∞). It's largely due to using free-to-play models that remove any financial barrier to entry, being available on devices that everyone already has with them at all times, and keeping players playing for months or years with constantly-updating content.
And unlike Steam games (actually I'm not sure about this), in-app purchases are accepted as the norm on mobiles. While over 90% of players never buy a single one, a tiny subset of 'whales' will buy every one that they can if they believe it'll bring them some kind of advantage, and over time the small investments here and there really add up, both for the player and for the dev.
It's exploitative, and not exactly a path I've ever wanted to go down myself. I'd much rather make games that improve lives rather than sucking suckers dry. Especially since a lot of people who do become whales spend money they can't really afford due to mental issues like gambling addiction.
[...I wrote that a couple of days ago, but saw a thread somewhere like r/gamedev yesterday talking about this, with people saying it's more like a 0.1% conversion rate, not 10%. Hmm. So maybe there's no hope of making money from a mobile game. Oh well, I've already written the rest of this post, so...]
I'll need to fully finish Atonal Dreams before I can release it, and that point is a long way off still. I often think about how I wish I'd made - or was making - a game I could just pick up and play a short session of. Something with low commitment, which I could also upgrade gradually over time with little bits of new content. I've explored a bunch of different ideas in that general direction in private over the past few months.
I always wondered about what PC games I could make, though, and the aims of PC and mobile games are vastly different. The former expect you to hunker down and immerse yourself for a duration - so even if they have sessions those sessions are expected to last at least a few minutes - while the latter are much more casual, the sort of thing you could load up instantly and play for five minutes while waiting for a bus. I'm not actually sure which of those I'd like a game I made to be based around.
∞ I started a Twitter poll the other day asking how often people play mobile games ∞. About half of the respondents said they never did, with only about 10% playing them for 'many hours' a week. I used to play a bunch back in uni - mindless puzzlers, town builders, that kind of thing - though the only one I've really stuck with is a gacha game, Marvel Strike Force, which I started playing when it was newly released. I've quit and come back to it several times over the last, what, three years or so? I know I should be spending my time more wisely, but when I'm too depressed to do anything else, it's just so much easier to spend seconds opening up an app I already have right there on my phone than it is to invest the mental energy into finding some new or more worthwhile game to play...
The virtual pet thing was an idea that's been floating around in my head for years, which only resurfaced recently because I was talking with my step-dad about games dev and he said he'd been thinking about the Digimon VPets I was obsessed with as a child, and how maybe I could do something related to that. He's clueless about games - he's never played one - so it's not as if that was a suggestion born of wisdom, but since I already had the idea at the back of my mind, it got me wondering.
There are virtual pets on the mobile app store, but - as I said last time I talked about this - the top results are either replications of the original Digimon pets that people like me grew up with, or they're these cutesy, made-by-a-corporation-for-a-demographic-looking things where it looks like you just look after one pet that doesn't change. Though I haven't looked into them, so I could be wrong.
Procedurally-generated roguelikes - a term I can't say I fully understand and might be misusing, despite them coming up a few times in discussions on this blog - seem popular among the indie dev crowd, since the relatively little investment and huge replayability factors are obviously appealing from the perspective of a creator.
All that said, I should actually describe what I have in mind, so...
Idea Summary
Essentially, you have a simple home area in which you raise one or more figmon - based on the designs from Atonal Dreams - which age in real time and have finite lifespans and basic needs like hunger that you need to check on. You can also venture into simple procedural dungeons to engage in 1-on-1 simple battles and to collect various loot, which you can sell in the home area to accumulate currency. Your figmon's stat growth, level, and the quality of care you give it determine which of many forms it evolves into. The aim is to collect all possible forms over the course of many lives.
Some more detail:
Home
The default Home screen would show your (one or more) figmon wandering around and performing various idle animations (kind of like the Pokemon Sword/Shield's camps, come to think of it). You could interact with them in cute ways; they'd feel like pets. They'd probably 'greet' you upon opening the app, for example.
You could probably buy cosmetic furniture, 'wallpaper' or equivalent, etc, some of which your figmon (or at least specific species) would interact with cutely.
You could perform actions such as feeding from your inventory, checking status, etc.
At first you could only raise one figmon at a time, but as you progressed you could unlock the ability to raise several at once (maybe only a small number like three though, since a big aim would be to minimise checking time and maximise the sense of connection to the figmon).
Feeding & Growing Food
Figmon would get hungry over the course of real time.
Expendable food items would replenish a figmon's hunger while also altering other stats; elemental foods might slightly boost the elemental affinity stats, for example.
You could buy food in the shop or find it randomly in dungeons, but you could also collect seeds to grow plants. You could check on and water these several times a day, and more watering would lead to higher quality (and more numerous) yields.
The food/plants would be based on abstract concepts rather than real-world ones, since figmon are mental hallucinations, not animals. Maybe they'd be 'thoughts', and instead of watering them, maybe you'd just 'acknowledge' or 'remember' them, or something.
Status
Figmon would have a series of simple stats:
- Either some vague Age that goes up over time, or a Lifespan stat, which decreases over time, and when it reaches 0, the figmon dies.
- HP, used in battle.
- Energy - increases over time up to a cap. Spent when performing battle/dungeon actions.
- Level & XP - increasing level boosts HP, might be used in damage calculations, and is used to determine possible evolutionary forms. Set to level 1 and 0 XP at birth.
- Elemental affinities - six primary stats which are used to determine the attack and defence when using skills. The elements are the Alora Fane mental elements: Courage, Fear, Bliss, Destruction, Creation, and Sorrow. They grow through skill use or by defeating opponents (maybe in a way similar to Pokemon EVs).
- Six (?) skill slots, which can be filled with Skillstones.
Skillstones
These are items which grant a skill. Each skill has an element, and a power level marked by a letter (E to S).
Notably, they have durabilities, and with too many uses, they break. Durability can be restored for a cost (it usually wouldn't be worth it).
Skillstones could be found in dungeons or bought from the shop. They could also be sold.
There might be limitations on which monster could equip which Skillstones, like limb type (can't Punch if no fists) or species.
They could also potentially level up from use, though that might clash with the durability idea so maybe not.
You'd need to equip at least one skillstone to a figmon before it could go into a dungeon, and if its skillstones all broke when in there, it'd be forced to flee from battles.
Evolution
Figmon would have several stages, kind of like a combination of Digimon and Pokemon. For example, there might be a small, Charmander-like Essent stage, a teenish, Charmeleon-like Transient stage, and an adult, Charizard-like Prime stage (to use stage names I used back in Miasmon years ago). Some Prime figmon could also evolve further into a Paragon form under difficult-to-achieve conditions.
They'd evolve after set periods of time, like maybe 24 hours for Essent to Transient, then 4 days for Transient to Prime.
Each figmon would have a number of potential subsequent stages, which it could evolve into depending on several factors:
- Level
- The balance and totals of the elemental affinity stats (for example, a highly Courageous form might require Courage Affinity to be the highest and above a certain value)
- Quality of care; if left to starve or never checked on, you'd get a worse form than if you were more attentive
The number of these available forms would of course be very limited at first, but new forms could be introduced over time.
For the sake of ease of development, many forms could essentially be "Fire Goblin" and "Ice Goblin" style palette swaps/model reskins. Elemental variations, for example. They could be called Variants, and the way it could work is that the base form determined the place on the evolution chart, and all variants would be able to evolve into the same forms... though some forms might require a certain variant.
New Eggs
There would be a number of different growth trees, depending on the egg that you hatch. The egg and Essent form might be based around one of the Species from Atonal Dreams (Beast, Avian, Fey, etc), so you might get a Beast egg which always gives you a simple Beast essent which can evolve into a wide variety of other beastly forms.
Eggs could maybe be found like items in dungeons, or bought in the shop. Some might hatch into variations of the basic essent, such as a Courage Beast essent or whatever.
If all your figmon died and you couldn't afford to buy a new egg, you'd probably be given a basic one.
You could choose a starting egg from three options (maybe Beast, Avian, Reptilian, or something.)
Or maybe there'd only be two possible eggs: angel/pure/light/good, and devil/beast/dark/evil? That'd be more limited though.
Dungeons
These would take the form of a simple grid of rooms, which you'd navigate by tapping buttons corresponding to cardinal directions; I wouldn't worry about making 3D environments to traverse, since that's just too time-consuming both to make and to play, and it'd be awkward on mobiles anyway.
Each room would contain nothing, a battle, or treasure. Layouts and room contents would be randomly determined.
There might be six dungeons - based on the elements - or perhaps dungeon types ('cave', 'forest') could be added gradually.
Each would have different depth levels, maybe, with more powerful monsters and loot the deeper you went. Perhaps a figmon could choose the floor it wanted to start at when entering a dungeon based on how far it had got previously. (Maybe a figmon's 'level' could literally be the level of the dungeon it'd reached?)
Moving between rooms and using skills in battle would cost Energy.
Battles
These would be very simple. One on one, Pokemon-like. Using skills would cost Energy and deplete the durability of the skillstone. If you had no skillstones, you'd be forced to flee (no 'Struggle' or 'Attack').
Fleeing would not be guaranteed without some 'smoke bomb' kind of expendable, depending on relative power levels.
The damage formula would be simple, something like:
Being reduced to 0 HP might mean the death of the figmon. This could be warded against in various ways, such as with 'Focus Band' style items that'd break after one use, or costly revive potions.
There might be simple stat buffs/debuffs and status effects, but nothing complicated like Atonal Dreams' Runes or Arousal.
Graveyard
When a figmon dies, it's added to a graveyard that you can visit at any time from the Home menu. The figmon's performance in life would determine the fanciness of its grave. Perhaps tapping graves would show the ghosts of the dead figmon, and you could also view its stats.
Encyclopedia / 'Figdex'
A Pokedex-like menu where you could view all the forms you've ever managed to evolve into (maybe like the growth chart viewer in Beast Signer).
The aim of the game would be to evolve into all forms over several lifetimes to fill this.
Shops
There might be a single Shopkeeper who appears each day, from a selection of ~quirky characters~ with their own designs and personalities. Perhaps you could get to know them through simple dialogue, and as your relationship with them developed they'd offer better prices or basic fetch quests.
Their inventories would be random each day. You could buy food items, skillstones, and eggs.
They could also sell potions, with effects like increasing life span or restoring energy, or increasing elemental affinities or XP, though these would be costly.
Currency
The main 'gold' currency would be gained by selling items you found in dungeons in the shop. There might also be a premium currency, since there usually is in such games.
Monetisation
The game would be free-to-play, with items like lifespan or revive potions costing some kind of premium currency, maybe. I wonder if anyone would bother being a whale in a game without multiplayer features, though? Something to look into if I bother to go any further with this.
Fan Design Contests
Something I intended/tried to do back with games like Beast Signer many years ago was a 'Design A Beast' contest, where people would submit ideas for a creature that would eventually be added to the game. This seems to be something that players like, and it's something that I like myself since it spares me having to come up with all the ideas myself.
A game like this would be perfect for that, since it'd be constantly updating and new monsters could be added regularly, so there could be regular contests. Or perhaps it'd be bound to payment in some way; "pay me £100 and I'll add your monster design to the game!!", ha...
I think that's everything! Or at least this first hour's-worth-of-brainstorming draft. Does what I've described interest you in the slightest???
As a player, it's something I can imagine checking on for five minutes two or three times a day, or delving into for longer if the mood took me. It wouldn't be something you'd immerse yourself in for a whole evening. The battles would be simplistic and very brief for this reason, and the dungeon floors small. There'd be a constant feeling of restarting, since the figmon would have finite lifespans; you wouldn't reach a peak and then stagnate there with nowhere left to go.
In my mind, something like this sounds simple, and familiar enough to be appealing to people... but I thought Atonal Dreams would be done in six months, which absolutely hasn't been the case. So maybe it wouldn't be as short and simple as I think.
If anyone's interested, I could refine these ideas a bit, or if not, maybe I'll just scrap it.
To be clear, it'd only be something I'd work on alongside Atonal Dreams, a hobby project I can spend a fun hour or two on in the evenings, not a replacement for that! For a while now I've been devoting the mornings/afternoons to Atonal Dreams, then doing some personal projects in the evenings, so I'd use that time slot for this and it wouldn't distract from AD.
12 COMMENTS
Maniafig222~3Y
I remember the old Mysteed design, I agree the new one looks much more like a knight! Collie hanging on the back makes me worry she'll fall of though, like her whole head is hanging over the chair!
Mysteed made me thin it was Myseed at first, which is certainly an interesting name. It also makes me think of Mist, or the game Myst!
The world map makes me wonder whether Mysteed can fly? If so, they could surely just use it to fly over everything and circumvent the plot! Then again, I guess it's not like that's ever an issue in something like FF with airships.
It also does rather look like they're flying in the foreground, maybe they could instead be little face icons hovering above the Mysteed icon on the map, with dialogue taking place using the usual dialogue system with them appearing at the bottom of the screen?
I do like the world map idea, it serves as a good way to get an easy impression of how every stage of the game actually connects. The one you posted here reminds me of the one from Sindrel song, though obviously still very much WIP.
My understanding of games that release and see continued development are either cases where the game releases in early access and isn't finished yet, so the developer is pretty much bound to finish the game or suffer heavy reputation damage, or they do have a full release but the developer keeps updating the game as more of a part-time thing, often while starting on their next project unless the release rakes in enough money that they don't need to.
My understanding of mobile games is you have tiers of investment, ranging from pure free2play who never make in-app purchases, people who make a single purchase, people who spend irregularly or regularly spend a little, and finally the big and regular spenders. Every tier is progressively smaller in quantity, but also more lucrative, and the key to financial success is getting the biggest spenders hooked and all that. It's as predatory as it sounds, of course.
I didn't read much of the stuff about the virtual pet idea, it's not my kind of thing.
I do think however that a different idea that fits your criteria as a side project you can keep adding content to as you wish would be something like Alora Fane: Creation. New props, tilesets, special effects and entities can all be content you can keep adding on the side, with some being locked behind paywalls if need be. You've done it before and got it to an almost release-ready state, so I know it's something you're very much capable of.
1
Tobias 1115~3Y
It is flying! I could just have the characters riding the Mysteed appear as some dialogue thing when necessary but otherwise they're just shown as an icon, but it'd require coding some special case to show the Mysteed and its riders... though I suppose I'll be coding some special case to get the dialogue working anyway, ehh. This just seemed the least convoluted, plus I liked the idea that the characters' faces there could change based on the plot state or something. This is brand new though so chances are it'll change into something else over time anyway!
I'm basing what I said about indie devs intending to work on their games in the long term on posts I've seen in the various relevant subreddits, though it's been a while and I didn't delve too deeply so I could have been mistaken. Do Minecraft and Stardew Valley do that kind of thing, where they're always getting new updates? I don't know, but if they do then that might be the kind of thing that could have inspired other devs to see their games as ongoing 'games as a service'.
I've seen the terms 'minnow' and 'dolphin' to refer to the ranks of whales!
AFC was another idea that I've explored a few different ideas for. I got as far as starting a Unity file for it and everything. But something I remember about people's usage of it back in the day was that they didn't really seem to make use of battles except for (often silly) plot reasons, and my attempts to make quests like I'd make an RPG with plotless obstacle battles were seen as tedious? So I was playing around with ideas for how to use some variant of the sentiments-based 'social interactions' system, where you could use battles in a much more narrative way... though I got discouraged for various reasons. I can't remember if I ever wrote about it?
I'd likely make that for PC/Steam, but adding new content would have to take the form of big DLCs or something to be worthwhile, otherwise I'd be facing that issue of spending time on something which isn't actually leading to increased income.
1
Maniafig222~3Y
It's true that in the quests of most people combat was mostly limited to either quick jokes or ways to advance the plot, so only really battles against plot-related bosses and such. I think having the engine be social instead would fit much better for what most people use the engine for.
The fact that you could make custom spells actually did mean you could make battles be non-combat. I did make one quest where the battles were kind of social encounters (physical attacks just did 0 damage I think), and another where your spells are paint and your physical attack actually heals, so you can only progress by painting the 'enemy'.
A totally different way to do combat is to resolve it automatically through the use of dialogue boxes, spell flashes, movement/spawning/despawning and taking/giving items to imply actions. Items in particular are super versatile, you can give and take a custom item to do all kind of things, like have a fancy key act as a telephone, or use gemstones to simulate dice rolls.
I'm actually doing a collaborative quest right now with some people from the old AF site, and so far we've had characters do a dance battle, warp into other dimensions, smash enemies with giant pillars and use a different character as a bowling ball. All without any actual combat, of course. It's surprising how versatile the engine can be if you use what's available!
1
MontyCallay101~3Y
I actually really liked the battles as social interactions idea that you've played around with in the past (the last project was called Belief, right?) precisely because you have the potential for silly and/or narratively coherent situations to develop even in regular battles. Also may be an approachable way to convey your "elements" system.
1
Kalin24~3Y
"if they can fly, why land at the beach rather than right at the monastery??"
Maybe they can't control the Mysteed directly, instead can only give commands like "go to save crystal #25". That means they can only go to places this Mysteed has been to before. Then you just need an excuse for why the Mysteed can only be summoned when standing at a save crystal.
Though now the save crystals are basically a portal network, of the type where you have to activate the endpoints before you can use them (like those portals in Mardek 3 Sun Temple).
2
Tobias 1115~3Y
The main reason I 'had to' design the Mysteed at all was to explain how Savitr and Collie travelled across the sea from the mainland to get to the island(s) Atonal Dreams is set on, so it wouldn't really work for it to be completely bound to the save crystals! Plus the way figmon work is that there's not really a persistent individual; they're more like transient phenomena than animals. Savitr would have "a Mysteed" as his knightly steed, but it wouldn't always be the same one, but nor could he summon multiple... or something! It's really just an extension of his own mind.
Hm! Actually! Idea! I've got some deep narrative stuff planned that could actually work if transport is bound to places Savitr has previously been to! That could work!! I think I'll play around with that idea, refine it a bit more... so thanks for the inspiration!
1
purplerabbits148~3Y
The Mysteed reminds me of those horses on carousels mixed with the Greek water horses: Hippocampus. It's really cute.
For your Figmon pet idea, I can already imagine the way how they game plays out. I'll probably play it since I already play a couple of game that are similar in check ups and waiting for updates. I only caution that there will be quite a lot of animations and may be quite a while before the game be a sustainable source of income. I'm recalling back to the pototype to the game Miasmon and how towards the end of the build there were several miasmons that didn't even have a sprite. So that's something to think about.
Given what you have already brainstormed, that's quite a bit to work on. But if you really want to make such a game, I won't stop you. For creative projects, there's the pull between making art and making a profit. Sometimes they can go hand and hand, others they are inversely related. So, its up to you for how much you really want this game to come into being.
1
MaxDes45~3Y
I do have a question about the synths you use in your OSTs from like Taming Dreams--in the "longing and be now" song there's a string instrument that doesn't sound real since it's quality is so pure and without imperfections. You used Sibelius for this right? Were you using a special instrument there? With Sib Ultimate, like with "Violin I" I've found these instruments sound real and flawed, would you let me know where you used used that other strings sound?
1
Tobias 1115~3Y
I actually didn't use Sibelius for that soundtrack! Or I mean I composed it in Sibelius, but I don't think the Sibelius soundfonts I'm using now were available to me back then for whatever reason, so I exported the midis to a program called SynthFont and assigned soundfonts to them there. I used different soundfonts for each instrument in each piece, so I'll check what I had for that piece...
I think the strings soundfont has the highly memorable name PC51d.sf2? The piece also uses soundfonts called SGM-V2.01.sf2 and FluidR3_GM.sf2, but I don't think they're used by the strings.
1
WhoamII3~3Y
Boy, do I have a lot to say about mobile games! Some of what I can say about them is even positive!
As someone that has spent money on them in the past and continues to play them to this day (ugh, I know), I'd like to think I've been enough of a fool to learn from my mistakes... or at least provide some insight and/or opinions on some mechanics and monetization as a self-proclaimed former minnow. I spent around $500 over the course of a few years on mobile games, and seeing all that in one place really... just made me stop buying stuff in games. Luckily it was something I could afford to have spent, but the total still surprised me, because it honestly didn't feel like I spent that much money at all. These days, if I like a mobile game based on an existing property, I try to buy stuff that's related to it, like, say rather than getting pulls in Dragon Quest gacha, I'd sooner buy a Dragon Quest game. I'm sure most of what I say is probably obvious to you, since you studied psychology and I didn't, but maybe a second opinion is helpful. I hope it is, anyway.
I think the idea itself as a monster raiser is neat, though it certainly seems like it'd need a lot of work if I were going to continue playing it day after day after day. I'd even wager it's probably more work than is worth it if you're going down the route of this Figmon raiser Game-As-A-Service. Going by the rate at which content is added to other gacha games (which seems to be just about weekly, though I'm sure there are entire teams that work on those), that's a lot of constant work, even if you have updates further apart. That said, I do have something of a soft spot for mobile games, so I do like entertaining the idea of new ones.
The home screen sounds really cute, and I'm imagining it a little bit like Neko Atsume (which did a good job in minimizing the time spent checking on the game itself), though a bit more personalized with the customizable wallpaper/furniture! If that were all this side project was, I'm sure it'd be neat, though the comfy and nigh-universal appeal of cats likely would still win out over Figmon. Your idea, though, is more than just that. See, yours has fighting, which means it's better, I'm sure.
There's not much to say about food/growing food, so I'll just move on to the next section. In terms of stats, the most notable one of those to talk about in terms of a mobile game is energy, since... that's a limiting factor to gameplay, and seeming more and more like something mobile games do their best to circumvent these days. (Seriously! What's the point of a stamina system if you're just going to give out way more energy refilling items than I am willing to use?)
It seems like it's tied to the Figmon itself rather than it being tied to something like your account, so if you used all your energy on one creature, you could move onto the next one, which sort helps you divide your time among your Figmon more evenly, I suppose. I guess it all depends on how much energy is spent doing things, though.
Does each Figmon's total energy cap increase with level? If you ran out of energy in the middle of a battle, would you just have to go back home and play with another Figmon or just exit the game and wait maybe two hours to get another attack in? Would you be forced to abandon your dungeon progress? Would there be ways to refill energy in-game? How quickly does it build up? There's a lot to be asked here relating to energy. I guess I can wait until I reach the Dungeon section to bring them up if I remember them when I get there.
Skillstones are a neat idea! Well, that is until I read that they had a durability, which is something I have something of a knee-jerk reaction of immediate dislike towards. I suppose it depends on how much durability skills had. If they were something you could pass down through like three or four generations of Figmon even if you used the skill somewhat regularly, that's probably fine. If it's something like you can only use the skill on it 10 times and then it's gone forever when dungeons could have many more battles than that, well, then it's much less fun. Would you be able to equip skillstones in the middle of a dungeon (but not a battle, obviously), even if it wasn't one found in that excursion? In addition, if you have all your skillstones currently equipped break, you're forced to run away from battle, and it seems that you find skillstones by going through dungeons or buying them from the store. This sounds fine, and if the game is generous enough, it should work out. On the other extreme, it also seems like it you could lock the player out of dungeons with absurdly poor enough luck and financial irresponsibility. I assume there's some workaround for this, though.
Obviously all forms of Figmon should just eventually evolve into goblins. That should greatly ease development time, right? No, I'm not Mania. I swear.
Though, if a Figmon evolves to a Prime form after 4 days, I assume the lifespan of a Figmon is 7 days? And would you just be able to immediately hatch new eggs, assuming you had the space available for another Figmon?
Onto the dungeons, Final Fantasy Record Keeper (FFRK) also recently came out with a 'new' kind of content called known as the Labyrinth, which is a simple dungeon crawl that's fairly similar in concept, though the execution is different. Rather than a series of connected rooms, it's a number of floors with about 15 different events in it, ranging from nothing, finding treasure, gaining buffs for the next fight, getting into fights, or moving onto the next floor. Here's an example( [LINK] ). You only get a choice of the three events at the front, and once one of those three are chosen, all three are removed and you move back one set. The only events that stay at the front even if they're not chosen are bosses and the way further into the labyrinth. Energy is also only spent upon entering the labyrinth itself, so once you're in, there's no worrying about running out mid-run. It also is a very simple design that seems like it was made so it could be the type of content that's much faster to make, as the game adds a new endgame that's more focused on grinding to get the best loot than simply defeating a stronger boss. Mostly, I'm worried about the balance of energy to gameplay, since it seems like it'd be very easy to quickly run out of, especially in the middle of playing the game itself. That being said, maybe that's a good thing, since when I'm busy, I often try to drain energy as quickly as I can so I can go the rest of the day without worrying about missing out on stamina being 'wasted' because it's just sitting at the cap.
When I first thought of the dungeons, I imagined them being short, 5 floor things, because, well, this seemed like a casual thing. The mention of having level be tied to the furthest you've been in a dungeon, and the fact that the chart lists out an evolution for a (presumably a placeholder) level 60, well, that puts a rather significant amount of possible randomly generated dungeon content. At the same time, though, there doesn't seem to be any 'endgame' challenge beyond getting access to all the different evolutions. Say 60, 99, or even 120 is the highest level needed to reach any Paragon form. What is there to drive players to progress further in the game? What would drive player to complete the Cave or Forest dungeon added later if they had already gotten all forms already?
"End of game" challenges are what led me to pay, and I'm sure that if it worked on me, it'd certainly work on others. PvP is also a consideration, though you could make PvP the endgame... I don't imagine making a PvP battle system would be something that you want to do with this game, but I'm sure there are people that would pay to catch up to others, or pay to be stronger than them. Time, score, or progress based rankings with a visible leaderboard somewhere might also be a way to simulate that sort of competitiveness without directly adding PvP functions, though you'd need some sort of challenge around those. Dungeons seem like the sort of thing in this that provide the challenge that people would want to overcome, and who knows, maybe someone out there's willing to pay money to do it the fastest or go the furthest. (1/2)
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WhoamII3~3Y
There's not much to say about battles, really. Well, other than fleeing not being guaranteed. That's... something I don't really expect from a 'casual' mobile game. At least it doesn't take energy, right?! (Wait, hang on, if you flee from a battle, does the Figmon you were fighting disappear from the room or do you still have to fight it? I'd assume the former, because there doesn't seem to be much of a point to running away otherwise. Or maybe it just takes you out of the dungeon entirely?) I also assume that if all skillstones break in battle, that forced flee is guaranteed to work, otherwise, that sounds really... not fun. If losing a single battle brings about the death of a Figmon, that also seems awfully harsh for someone just starting. I'd imagine that it'd take like a day or two off the lifespan of the Figmon and you'd have to nurse it back to health by feeding it or something after retreating from the dungeon would serve as a fairly strong punishment for losing, while not entirely putting off someone from playing.
When Figmon die, do they take the skillstones equipped on them to the grave? I imagine not, though it might be neat to see the kinds of skill setups you used in the past. A log of past Figmon would be neat, though I wonder if there'd be some sort of limit on it, like, only the Figmon that died in the past year are shown, otherwise it might become an absurdly large log of dead thoughts.
Having a different daily shopkeeper with different quests/personality would be neat. I would indeed want buy sum crap from all of them, I bet. Without knowing how costly things are in relation to how quickly stuff is gained, there's not much else to say about this, really. I guess the question is how grindy you want to make the game for people that are playing it as a free game.
Ah yes, the different currencies... regular Gold, and premium issues of Goblin Erotica... A brilliant idea, Tobias, your genius is unmatched.
How to monetize a primarily single-player game is probably the thing to figure out with this. I can't imagine you'd make it a gacha game. It's slow paced enough that people might be willing to pay to speed things along, though that could also be seen as artificially extending how long people need to wait in order to actually play the game. Most other mobile games I've seen (though really almost all I've seen are gacha games) monetize themselves through either catering to people's tastes in anime waifus, nostalgia, or both. I can't really imagine you going down the anime route, and the nostalgia people have for your works is primarily for MARDEK... which probably isn't as strong as it is for people's nostalgia or outright fandom for bigger IPs like Final Fantasy, Marvel, or what have you.
Clearly this means the market is ripe for you to create a himbo gacha featuring Rare Shirtless Clarences, Sindrels, and Dream Savitr in a swimsuit. Yes. Things to think about would be daily login rewards and probably seasonal events to keep people coming back... like a Christmas Goblin with a Santa Hat, I guess. A Halloween goblin that has Mardek's helmet. A Valentines Goblin that's covering its nudity with nothing but lacy ribbons and chocolate. An Easter Goblin that's emerging from a stone tomb.
Fan design contests are a fine idea, though I've never taken part in them. I wonder how many entries you'd get!
What you've described has interested me! I hope I haven't come across as too strongly or anything, though I guess I'm also probably not someone that generally spends just a few minutes on mobile games. When I have the time, I know I've spent entire evenings on them. That being said the whole constant restarting thing... I imagine the only thing 'carried' over to further Figmon would be your inventory and gold. Roguelikes tend to have some sort of permanent progression system to them so even if your run doesn't amount to much, it still makes some progress to your overall goal or makes the next run easier by improving your skills in some way. Having more money, the skillstones, and I suppose any eggs found would be something, though without anything but this to go on, I don't know if that'd be enough to spur on people to continue if they had a bad run and suddenly lost a bunch of stuff.
(...Though, once you complete the encyclopedia, wouldn't that count as reaching the peak and then having nowhere left to go? At least until the next update that adds more evolutions, I suppose.)
I do have ideas for where this game could go, but those are my ideas, and they probably aren't the way you want to make your game. I don't want to just throw my ideas out there as if they're somehow a guide for making a mobile game, since it's not something I've done before. I will say though that the way mobile games got me to pay was in having relatively good value 'sales' compared to the normal price of doing pulls with paid currency. FFRK in particular has this set of "Dreams" gachas about once every two months it seems, where it's premium currency only, but you get to select the prize of your choice after you do the draw. You're always guaranteed to get something you've wanted, rather than just pulling endlessly to chase the dragon, so to speak. This worked on me, because when these sales started, I had almost completed every challenge the game had set in front of me, and was just missing a few things that'd let me complete everything else. Naturally, as the game went on, more and more challenges popped up as did these sales, and the cycle continued for a bit, until I saw the total pricetag. I'm no longer at or near the bleeding edge of content completion, and that's something I've come to accept.
Like Maniafig mentioned, I'd also like it if AFC was continued in some way, though I must admit I am a bit biased as one of the people that's taking part in that collaborative quest he mentioned. Know that if that ever became a thing on Steam, you'd probably have at least two sales in Maniafig and I.
(As an aside, I can't remember the password for the account I first made here, and there's no Retrieve Password form as far as I could see, so... here I am again. In a newer, shinier account.) (2/2)
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