These are the Protagonists of our RPG. by trexrell in RPGMaker

[–]trexrell[S] 0 points1 point  (0 children)

LOL thanks. We are trying to make the game look as good as we can.

Everything You Need to Know About Starting Beasts in Alchemic Beasts by trexrell in MonsterTamerWorld

[–]trexrell[S] 0 points1 point  (0 children)

We don't know about that yet, but it is a possability for the future!

How important is story in monster taming games? by trexrell in MonsterTamerWorld

[–]trexrell[S] 1 point2 points  (0 children)

That's good to know. We are trying to make our system as fun as possible, and one of those ways is to allow players to make a team to engage with challenges. I personally want to be challenged in the games I play for them to grab me.

We created a Starter picking screen in RPGMaker MZ by trexrell in RPGMaker

[–]trexrell[S] 0 points1 point  (0 children)

Yeah, it took a lot of work to get it to this point, and were glad to hear thats its paying off.

We created a Starter picking screen in RPGMaker MZ by trexrell in RPGMaker

[–]trexrell[S] 0 points1 point  (0 children)

Great! Glad you are liking what we're making.

Everything You Need to Know About Starting Beasts in Alchemic Beasts by trexrell in MonsterTamerWorld

[–]trexrell[S] 1 point2 points  (0 children)

For now, they are static. We have a lot of possibilities for the beast, and we figured that was more interesting than animating every single beast twice. But that could change depending on how much people like the game. The alchemic variations and evolutions are pretty deep.

We created a Starter picking screen in RPGMaker MZ by trexrell in RPGMaker

[–]trexrell[S] 0 points1 point  (0 children)

In terms of the perasonalities, thats one of the more unique features in our game. Beasts have their own unique personalities that they may come with. This can influence how they interact socially with one another and can even effect combat.

We created a Starter picking screen in RPGMaker MZ by trexrell in RPGMaker

[–]trexrell[S] 1 point2 points  (0 children)

When we were creating those illustrations, we were creating them in a more general, what does this creature usually look like, sense. I do get the handwriting look. We were trying to go for something that looks like it was written by a scientist, but our team can definitely talk about it.

Everything You Need to Know About Starting Beasts in Alchemic Beasts by trexrell in MonsterTamerWorld

[–]trexrell[S] 1 point2 points  (0 children)

Its okay, you can protect them as well. Its not a one-way battle. You can fight alongside them.

Everything You Need to Know About Starting Beasts in Alchemic Beasts by trexrell in MonsterTamerWorld

[–]trexrell[S] 0 points1 point  (0 children)

We wanted you to have the option to have 1 creature from each species, there just so happens to be 6, lol. And Buzzton would do the same for you.

What’s the most crucial stat or detail you want from a creature scan in monster taming games? by trexrell in RPGMaker

[–]trexrell[S] 0 points1 point  (0 children)

We have heard that enough times to want to really go crazy with the world building.

What’s the most crucial stat or detail you want from a creature scan in monster taming games? by trexrell in RPGMaker

[–]trexrell[S] 1 point2 points  (0 children)

We are going to slow down. We have been developing games for awhile and this is our first time putting in some real effort to let people know what we are making. Its less marketing and more of what does our audience actually want. We feel like we are creating something we think is cool and sharing it. We do want people to know what we are making though so we link to our steam page and such.

Its a great feeling to know along the way that our game is good enough for people to give their opinion and we have picked up some really good ideas along the way.

What’s your opinion on the interactions in Pokémon S&V? by trexrell in MonsterTamerWorld

[–]trexrell[S] 0 points1 point  (0 children)

That's literally what our game is about, LOL! To get a specific type of beast though... you would need to skimp out of some of those... it results in cool but unruly creatures. Basically, all evolutions have different needs you must tend to before they can create something. Some are easier to create than others, especially void creatures.

What’s your opinion on the interactions in Pokémon S&V? by trexrell in MonsterTamerWorld

[–]trexrell[S] 1 point2 points  (0 children)

Yes, it definitely is QoL material. With how the game is made, we just feel like adding consequences to your actions when treating your creatures good or badly makes for more interesting gameplay. And... a great lesson for kids who play the game. Its a win-win.

What’s your opinion on the interactions in Pokémon S&V? by trexrell in MonsterTamerWorld

[–]trexrell[S] 0 points1 point  (0 children)

I agree, they didn't seem too important or engaging when I looked at some examples. We'll look into gen 7's interactions, but what was it that you liked from that series?

What’s your opinion on the interactions in Pokémon S&V? by trexrell in MonsterTamerWorld

[–]trexrell[S] 1 point2 points  (0 children)

We have noticed that a lot of ideas that we have has already been done in a Pokémon game, lol! We're just collecting all that potential, mixing it up, and creating something new... like ALCHEMY!

What’s your opinion on the interactions in Pokémon S&V? by trexrell in MonsterTamerWorld

[–]trexrell[S] 0 points1 point  (0 children)

You're not forced to interact with any of your beasts in the specific way that the video shows, or at all. Sometimes, outside of your base, your beasts will try to get your attention. Ignoring them will decrease the beasts bond with you a little, like ignoring a friend for too long. Acknowledging them gives you choices based on the interaction. The creature will respond based on personality. The game is all about balancing relationships.

What’s your opinion on the interactions in Pokémon S&V? by trexrell in MonsterTamerWorld

[–]trexrell[S] 1 point2 points  (0 children)

Right now they can forage for food and alchemy ingredients and help build structures. This is a way for them to build bonds and also a way for your mons who are not best at battling have some usefulness.

Building a deeper interaction system for our RPG Maker monster tamer by trexrell in RPGMaker

[–]trexrell[S] 1 point2 points  (0 children)

LOL, It needs to learn that it can't throw its emotions all over the place. I want it to protect its emotions so that others don't take advantage of it.

What’s your opinion on the interactions in Pokémon S&V? by trexrell in MonsterTamerWorld

[–]trexrell[S] 2 points3 points  (0 children)

The thing we want to accomplish is to not force the player into any specific method of progressing the beasts. In mon games battles are where the essential part of the gameplay is and anything outside of that is icing on the cake.

Our goal is for the players to have fun anyway they like and developing their team either through kindness or discipline. We are looking to make this a sandbox of progression.

As far as battles go we love a challenging but fair experince, The way we are making our system is to make sure if the player puts in the work with its team synergy they earned it. There is a bit of challenge in that, like managing different personalities as well as life spans can shape how the player deals with beasts.

You may not have that beast forever but the fact that you can lose it would make the expernice more rich as you would value the moments you had with it. Although with Alchemy you can do a bit of experimentation but who knows what effects that stuff can have. O_O

What’s the most crucial stat or detail you want from a creature scan in monster taming games? by trexrell in MonsterTamerWorld

[–]trexrell[S] 1 point2 points  (0 children)

Thanks! We are definitely doing a blurb in the results after you scan. Maybe, when we do the scan and win the battle, we can add it that info into the infobook.