We make up a Digimon/Pokémon style RPG in this thread

We make up a Digimon/Pokémon style RPG in this thread.

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you have shit taste...

Any more bright ideas?

>Digimon/Pokemon style
You mean a combination of the two? That'd be neat!
Do you want to have the monster raising be more in detail like in Digimon? Or would you want it to be the simplified style Pokemon has?

Also, free roam in a strange, surreal land with minimal human contact. Trust me, it's the best thing to do for actual ADVENTURE.

More on the Digimon side.

>Pokemon
Based
>Digimon
Ew

The setting could be medieval fantasy.

With actual Digimon or original stuff inspired by the two?
While I think they're neat, I'd probably simplify the evolution trees, so that they would not immediately seem off-putting to the average schmoe. Something similar to EvoCreo, where monster evolution is actually a change in specialization. Also, allow degradation so that the player can experiment with different specializations and monster builds.

I think that way you can keep the mechanical depth Digimon has while allowing more simple and sensible monster designs, so you won't get giant green ogres turning in to an egg monster, which then turns in to a little girl.

original stuff that's inspired by the two.

I like the more simple and sensible monster design idea, the change in specialization method works, degradation could play a key role.

Got you.
Pokemon is pretty famous and has staying power for a reason: Its monsters are cute and simple, even the more adult ones. At the same time if your thing looks too much like Pokemon then it's no good either. Digimon has a grungy, dirty and harsh style, and while I think it's neat, some others are put off because they're too complex looking.

Not sure how to come to a medium between them right now. Maybe have more "harsh" looking monsters with a notable cute and friendly side?

Having a more "harsh" looking monster with a notable cute and friendly side sounds perfect, I guess some could go with the theme of mythical fairy tail monsters/creatures and others can be OG made up.

I feel like some sort of magic can play a part in this too, and it can be a tad more mature than the other titles in some cases.

I have a soft spot for the more modern setting used in the big monster raising games, but I can see the value in using fairy tale stuff. Disney made an entire business out of softening fairy tales.

You said your wanted to lean more to Digimon, does this mean only one monster for the player?

No not only one monster, the person can have more than one, it shall have at least some elements of Pokémon too.

How will monster capture work?

You actually have to convince the monster to join you right after fighting it.

So the monster can talk, neat!
Will thy try to join after you defeat them, or will you have to converse with them mid-encounter?

It can actually work either way but it depends.

Actually.. Have it so that way they are convinced after being defeated.

/tg/ had a good thread about this genre the other day, some neat ideas.

if we're going to go for a more Digimon tone getting the feel of the world right is key. What about instead of a digital mirror world, it's something more similar to Persona's handling? Something along the lines of the Metaverse or Tartarus.
>Players are mentalists capable of manifesting creatures from their psyche
>These creatures are based off the many many myths and legends of mankind, themselves based off the whisperings of these creatures within ancient mankind
>The world of these creatures is known as Sublex, a strange pocket reality that is overlayed around concentrations of humanity as an extension of the collective unconscious
>Sublex and it's inhabitants vary alongside the minds and culture of the humans making it, meaning a large division between Eastern and Western Sublex
>The games tone is fairly mature, with players being tasked with attempting to keep the existence of this world secret from the public through any means necessary

This is very beautiful, well done, you have excellent taste.

Btw the characters themselves sometimes shouldn't be totally defenseless/helpess without their monsters, they should have their own thing too.

I had a dream once that could be adapted to a monster raising game.
The world had been affected by a huge, powerful spell that turned everything except for humans into candy, sugar, or processed food (ie no raw meat or vegetables.)
Using alchemy, people were able to synthesize ingredients into living creatures that would do their bidding. You could use different ingredients to make different types of creatures, and experimenting would be a big thing.
You'd have a recipe book with what you'd done already and could learn boss recipes from the bosses.

very very solid idea, would be the new Undertale with the right art direction and polish

thanks friend, the only thing I still struggle on is how to make the structuring of the monster division.

something like Digimon's Virus/Vaccine/Data model? I was gonna call the typings Archetypes but I dunno what to call them individually or how many to make

What should be this game's name?

MonStar Saga: A King's Odyssey

Mythmon sounds like a nice name.

naming conventions? do the names all end with Mon?

the monsters don't have names with mon at the end of them, no.

It can revolve around magic.

That thing has the same silhouette as Korea.

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Oh fuck

What type of hometown does our hero have or is he like a mystery and only find out pieces about him?

What type of enemies are in this game?

I like the first idea, the rest is just a Persona/SMT rip off.

We need to stay on the original side.

I have a few questions.
What are the monsters, are they corporeal, do they eat, do mommy monsters and daddy monsters make baby monsters or are they homunculi, is battling the only thing they can do in the game, what is the setting, can only special people raise/tame them or can anyone?

>What are the monsters
No idea yet
>Are they corporeal
Yes
>Do they eat
Yes
>do mommy monsters and daddy monsters make baby monsters
Yes you need two monsters to make a monster
>is battling the only thing they can do
No, they can do other stuff also.
>what is the setting
a medieval type fantasy mature setting
>can only special people tame/raise them or can anyone
Actually anyone can but they need the skills to do so.

maybe at some point we have to make the characters solve puzzles.

>I was gonna call the typings Archetypes but I dunno what to call them individually or how many to make
I really don't know that's something we can work on.

Now I have a bunch of follow up questions
Did the monsters always exist since primordial times or did they come into existence some time ago, is breeding a game mechanic, what do they do besides battling, how do you become a breeder or whatever the title will be, are there going to be unobtainable monsters, do the monster evolve if so how, and can they use weapons?

Maybe we could have a picture example of what one mythmon might look like....

ignore the name but this is a doodle I made thinking of if those are what you're referring to as Mythmon

I've got more if you all want

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( 1. ) They came into being primordial times
( 2. ) Breeding is a game mechanic
( 3. ) They sometimes have hobbies they like to do, they help aid you with obstacles and problems, they can give you tips, and they act as best friends
( 4. ) You become a Tamer when you can pass several tests and then you graduate and know your stuff
( 5. ) Yes there will be unobtainable monsters
( 6. ) Monsters can change over time or you can give them a big change early with magic, the change could be anything
( 7. ) They can use weapons

Please show us more of your artsmanship

The game needs a cool opening in it, one that stands out from the rest.

yeah no that's intended obviously which is why I mentioned the series. A big influence as well is pic related

>Magician
humanoid, energy manipulation, physically frail

>Alchemist
Beasts, very strong, develops animalistic tendencies

>Jester
Strange forms, disorienting spells

>Vandal
humanoid, typically uses equipment, naturally chaotic

feel free to add more

second of three, my personal favorite

these guys are living shadows, and they cling to wooden toys to move around. The represent the human desire to learn, often serving as the familiars of greater wizards

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That looks like one of the Pokémon that spells things with it's numerous letter-like bodies

found a couple more, have a fish guy

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Hey maybe the things you mentioned could be like sub categories for a Mythmon to have.

some alternative versions/ evolutions for one dude here

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I'm not really a huge fan of how the mythmon look....
But I guess I get where you're going with this.

>thanks friend, the only thing I still struggle on is how to make the structuring of the monster division.
Since it's based on human consciousness there are a ton of cool options. You could have different emotional types like sorrow or joy; borrow the 7 sins (the anime approach); use the pseudo-intellectual id, ego, and superego. Get creative with it.
Also using a path like this means changing a human populations mood could alter the mons capturable there. That can lead to really cool events, strategies, and plot points.
Btw, awesome ideas! Not trying to hate on what you said, just think this could be a really cool project.

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that's what I was thinking, sort of like pokemon's types but not so rock paper scissors-y

maybe the weakness/resistance applies to the Mythmon's owners? A monster that's hit with an effective Attack will cause it's owner to develop new mental issues that must be treated

bro I am ASS at drawing and even then I spent like 2 seconds on each drawing. Please don't take them as anything more than my own ideas, if you got ideas post some pictures

That's a big maybe on that whole mental issues thing
We're not going down this route

I'm very sorry, you may post more if you want to.

HEY should the theme song have this type of sound to it?
youtube.com/watch?v=b7xgXdJ05IY

well instead of things like Paralyzed, Burnt, and Poisoned you could have things like Fear, Rage, Possessed

just an idea for flavoring

thanks but don't apologise, I just wanted to make sure that everyone knew the drawings are nothing more than very tangentially related inspiration for the ideas I had

Wait we could have both.... It would be fun.

The game could have some mini games in it too with different ways to interact with the environment.

>Btw the characters themselves sometimes shouldn't be totally defenseless/helpess without their monsters, they should have their own thing too.

So like the MC of season 5 where he punches EVERYTHING like he is Kazuma the Shell Bullet?

No, just not totally defenseless/helpless, gosh dude, like maybe they have a sword/weapon/they can use skills/magic

so now that we have a couple ideas towards what the monsters might be, what the setting resembles, and a vague idea of tone, how is this a different game than say Pokemon?

some personal ideas
>environment exploration
waaaaaaay bigger emphasis, possibly even being placed above battling in terms of gameplay focus

>Story choices
make the games path be determined by the player. Want to be an evil dick? cool. Want to save the world? also cool

>Battling
Monsters should die permanently against wild monsters and villains

maybe Classes that have an impact on what kinds of abilites the player has as well as what types of monsters are easier to tame?

>gosh dude, like maybe they have a sword/weapon/they can use skills/magic

so late game Strange Journey where the MC is a Vending Machine

Yes that could be a nice thing to have.

Well I mean, those abilities could be limited and not all characters would have them.

Could gems and a spell be used for change in a mythmon?

The following is a series of proposals for a monster collecting RPG presented to Yea Forums, by myself, on 05/08/19. These proposals will be collectively referred to as CyberBrainCrossed

> Proposal (1a) | "Proposal of The WORLD part 1" begins here.
>Leo(poldine) Luitgard is born into a wealthy family; her father manages casinos in Las Vegas.
>Around the time she is 6-8 years old, her mother dies in an automobile accident.
>Her father is deeply affected by the tragedy, and resolves to spend his money building expensive “Absolute Safe Chambers” into all of his properties for his daughter to live in. >Leopoldine is subsequently confined to an Absolute Safe Chamber on her father’s island property, sealed away from the rest of the world.
>To cope with an otherwise total lack of stimulation, the young Luitgard becomes wholly immersed in literature. Eventually, she begins to write.
>At some point, around the age of 15, her father allows her access to a computer and the internet, so that she can communicate with the outside world from a safe distance. In addition to expanding her reservoir of available literature, this allows her to broaden her interests and transpose her writings into text. >She becomes very interested in philosophy and, perhaps without her father’s consent, begins to publish her writings under her own name (Leo Luitguard).

>Eventually, Leo meets Souji Segawa and Asher Arnold through a community support forum for the game Blood Stalk, a multiplayer first-person shooter wherein players navigate their way through various maze-like environments while battling a variety of monsters using a meticulously detailed assortment of weird weaponry.

>Blood Stalk’s multiplayer aspect allowed players to support one another on an altered version of the standard single-player journey OR play against each other in combat, something Asher Arnold greatly appreciated.

>Q. How is this relevant?
We're getting there.

What did I just read?

> Proposal (1b) | Proposal of The WORLD part 2 continues here.
>Asher spends most of his free time making maps for Blood Stalk. One day, he approaches long time co-op partner and superb coder Souji Segawa because he wants to make his own game. One that will capture the same spirit as Blood Stalk’s multiplayer service.

>So begins project Double-Fake.

>Double-Fake, as a game, nears completion quickly enough but stalls because both Segawa and Asher are displeased with how derivative the game is.

> Double-Fake's progress goes on hiatus for a year. The more time passes, the less Segawa and Asher want to return to the game.

> Around this time, Leo Luitgard, whose work has started to cultivate something of a cult following, falls ill. Her health continues to deteriorate because of the rapidly degrading conditions of the Absolute Safe Chamber's interior.

> For the first time in a long time, she is removed from the chamber because her father's private medical staff cannot identify the problem or properly treat her.

> She is remanded to something like a health resort. This is the first time she has been around other people in more than 15 years.

> While recovering, Leo Luitgard recounts in her personal writings what she can only describe as a supernatural experience. She opts to make it the subject of her next project, her magnum opus. An online legendarium.

>Relating this to her friends online, she offers detailed descriptions of a world populated by monsters and wizards and demons. They are enthralled. As Leo Luitgard begins crafting an outline for the story, Asher and Segawa are struck with inspiration, and approach her with the interest of incorporating her experience into their game.
> Project Double-Fake is resumed, but the original game is scrapped almost entirely. Bits and pieces continue to get taken out until it no longer resembles Blood Stalk by any measure.

>70 replies
>10 posters
>this shit
comfy autism thread right here

can you go fuck your mom and get off this thread

could i design monsters for this? i love drawing monsters

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Maybe you would like to help us?

Why not? You're better than the other artist we had. We would love this, thank you very much.

bro please please do, very neat stuff right here

any ideas? go nuts

he was being nice I think, comfy is good

Alright, sorry, he can stay with us.

> Proposal (1c) | Proposal of the WORLD part 3 continues here.

> Asher and Segawa bring Luitgard onto their development team as something as a lore master. They continue to extract information from her pertaining to her "supernatural experience," and her descriptions of the other world she saw only become more vivid and detailed - particularly in relation to the creatures. Everything she can offer up about the logic of this world and how it operates is lost upon Segawa and Asher because they don't understand Plato's theory of forms, and even Luitgard herself doesn't understand the correlation.

Aside: As it turns out, the 'other world' Luitgard experiences while being hospitalized was not a hallucination, but a real glimpse into the Dominion of Beasts; an alternate world connected to humanity's collective unconciousness.

It contains ideas that serve as a model or framework from which a creature takes shape. It's been around since - well, forever, and so some of the creatures there have taken form from various concepts and become very defined and unique. That's why they're so striking and why Luitgard's descriptions of them are so compelling.

> Eventually, Segawa commissions a popular online illustrator he went to high school with to do illustrations based off of Luitgard's descriptions. One of the images is so striking that the other three fall in love with it immediately. Any prior doubts dissolve and they decide to dedicate themselves fully to their monster game project, aptly titled "Monster Game."
> Development begins immediately afterward, with dozens of illustrations of new monsters being produced. Monster Game becomes "Monster Farmer" after the team decides to use digital pet simulators as a sort of framing device for raising them. The systems are rudimentary at best. The story is basic.
> Monster Farmer is exactly what it says on the tin, a game based around collecting and cultivating monsters in a laboratory called a Farm.

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>Proposal (1d) | Proposal of the WORLD part 4 continues here.
> Because Monster Farmer is a computer game, the designs of many of the creatures are altered from their initial description to emphasize this. Some are altered in subtle ways, and others are not. This affects the monsters in the Dominion of Beasts, and that whole world begins to change as a result.
> As Monster Farmer nears completion, Segawa consults with publishers.
> Around the time the team finds one, Luitgard's health deteriorates past the point of no return and she expires.
> Even though all she wanted was to walk outside among people, at the end of her short life, she was unable to get up from her bed.
> Understanding this, Segawa and Asher despair.
> Asher distances himself from Monster Farmer shortly after it becomes available to the public. Segawa does not.
> Unbeknownst to the two initial developers, Monster Farmer's creation brings the Dominion of Beasts "closer" to the Material World of Earth, our world.

Vermin Fight Club

what is this

> Proposal 2 | Proposal of MONSTER FARMER
Monster Farmer is an online free-to-play farm simulation role-playing game. The game is compatible with mobile devices and personal computers. The game is centered around collecting and cultivating creatures called Monsters in a laboratory called a Farm.

The player (as in, not the Player) assumes the role of a Monster Tamer and uses their Monsters to battle other Monsters. The story narrative is presented in a visual novel format.

Monsters can be obtained in a variety of ways. The most common method of obtaining a new Monster is raising a Monster the player already has on hand until it transforms into a new monster in a process called Evolution. Monsters can also experience evolution through a process called Gene Splicing wherein two Monsters are fused together into a form that is (assumedly) greater than the sum of its parts.

But there are other methods of obtaining Monsters such as ;

> Recovery
Monsters the player meets during the story provide a data percentage every time they are encountered with an incremental increase each time. Once the player has accumulated 100% of a Monster species data, they can provide their own copy of that Monster back at their farm.

> Scouting
In-field negotiations. Similar to SMT.

> Gacha.
An in-game currency earned both by playing the game and via real money in-app transactions can be spent to roll a Gacha for Monsters and Eggs, which hatch into infant Monsters. The Summoning is random with some Eggs available commonly, and others being rare. The main appeal of the Gacha is to acquire rare Eggs which can be trained into more powerful monsters from the ground up.

Each year, Monster Farmer adds 40-60 monsters to the game. Recently, in commemoration of Monster Farmer's xth anniversary, PvP was added to the game. Presently, Monster Farmer features 200 Monsters. A little less than half of those Monsters are Limited, meaning they can only be raised from rare Eggs.

>Its monsters are cute and simple, even the more adult ones. At the same time if your thing looks too much like Pokemon then it's no good either. Digimon has a grungy, dirty and harsh style, and while I think it's neat, some others are put off because they're too complex looking.
How to spin up bullshit: the post.

Proposal 2 | Proposal of MONSTER FARMER (cont)

On the surface, combat in Monster Farmer is turn based. Players assemble a team of 2 Monsters with an additional support unit and issue commands. Monsters win battles by depleting the enemy's HP. When an enemy Monster's HP hits 0 they are destroyed. When a player's Monster's HP hits 0, they are knocked out and become idle. Unless the fallen Monster's position can be switched, that unit will continue to be attacked. If it takes too much damage in this state, it will die, and its composite data will be gone. Certain Monsters have special traits that automatically send them back to the farm when K.O'd. Other Monsters have skills that invoke instant death.

> Other design notes.
Every single Monster in the game can be treated as both a unit (meaning something to fight with) and an equipable item that can be worn by another monster. In this state, special effects are deployed that can greatly influence the tide of battle.

This is just Shin Megami Tensei or Pokemon Mystery Dungeon.

...and that's a good thing!

Well... We're working on making it more original.
But we might share some similarities.

Those initial posts were to provide an In-Universe backstory for the creation of this Monster Collecting RPG.

When the OP said "RPG" I assumed we were covering every detail of how the game comes together, not just its basic mechanics. So I thought I'd fire out a few narrative suggestions as well.

I framed the Monster hunting aspect as a competitive game with something more (supernatural) under the surface. I could have been more coherent, if I wasn't in a hurry and Yea Forums allowed me to post more comprehensive texts all at once.

The image I posted is something I made as like, an example of what an In Universe character's desktop might look like.

This is all just a description of how the game the characters are playing works. Outside of the fact that every monster can also become an Equipable item, I don't think it necessarily has to influence how the RPG we're trying to create here will function.

> Additional design notes.
> Most of the Monster's names are derived from a combination of their mythological influence and computing or mathematical terms.

> user tries to post something original.
> Thread calls him autistic and can't even follow along for a few posts.

Don't make this too public, but Agumon will be a DLC character in Sword/Shield.

>/tg/ had a good thread about this genre the other day
lol, where do you think this thread came from?
it just was posted organically?

Okay.

Actually it did form organically, I came up with the idea myself.
I spend time on Yea Forums mainly.

t. designlet

I admit to some Shin Megami Tensei influence, but I also tried to keep in line with things like Serial Experiments Lain and Digimon in terms of atmosphere.

To me, the best kind of monster collecting series are the kinds that delve into the psyche, so recruiting monsters through negotiations or contract rather than capturing them through Poke Ball like means is much more appealing to watch because it gives the monster in and of itself some agency, and then makes the overlap between the monster and their human partner/user and the dissolution of their individual ego more meaningful.

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Can we get a Pokémon/Digimon crossover already? It's been more than 20 years and the closest thing we've got was that Eevee tamagochi. Jesus Christ

Pokemon/Digimon crossing over would be terrible. They have completely different design philosophies and themes.

>designs
Literally nobody gives a single shit
>Philosophies and theme
It's a crossover, it isn't canon. You can do anything you want with it. Look at Kingdom Hearts

Maybe some gothic style buildings in some places with the sun shining into them that are abandoned somewhat or maybe some hidden temples too that have caves linking to it.

You could easily make Digimon playable in Pokémon
>recieves Tentomon as a gift
>evolves to Kabuterimon at level 18
>evolves into Megakabuterimon at level 36
>can Mega evolve into Herculeskabuterimon

> literally nobody gives a single shit.
Everyone does, there's a reason it hasn't happened yet. They're so intrinsically different that they're even named differently.

I know you could but why would you?

It wouldn't work, because Pokemon have always been depicted as like, parts of nature; wild animals.

Digimon are different, populating an entire world of their own with a lot of them having sentience on par with a human and the ability to speak.

>designs
>Literally nobody gives a single shit
It's the single biggest reason why Digimon is not popular.

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>I know you could but why would you?
Because it would be cool?

But it wouldn't be.

What is there to gain from a crossover outside of some Digimon in a Pokemon game? It would be wholly unnecessary because you could get the same experience just picking up a Digimon game. They work exactly as the Kabuterimon poster described.

Also this, a lot of the more popular Digimon look like ass. A lot of the less popular ones too.

For what it's worth, I enjoyed it. Even though I can tell it was abridged for brevity's sake. You gotta work on that.

Monsters doubling as equip spells is really interesting.

The crossover could just ignore both lores completely
>These are based on the Same creature so they're ripoffs
You know, you could argue Pokémon are based on Dragon Quest enemies as well

How would the support page work?

> The crossover could just ignore both lores completely

Then what is the point? How would you even differentiate Pokemon from Digimon? What would you do about the Digimon's names?

> These are based on the same creature so they're ripoffs.
No retard, he's saying Digimon are ugly.

alright shit flingers no one cares about Digimon x Pokemon fanfics

inversions of popular choice mechanics
>acquiring a monster
usually you catch, hatch, or convince monsters to join you. Some alternatives I like would be killing the monster to then claim it, legitimately having to set a trap and then slowly train it to like you, or even something weird like tattooing summon runes on tamer's bodies

>Breeding
you either lose the monsters put in or you don't. What if instead of breeding, you legitimately put together the pieces of two individual monsters for a new one? Perhaps have this replace evolution as well

>Evolution
I think that this is the most gamist mechanic in the genre. I think rather than being tied to XP or levels, make them accomplishment/milestone based

Care to explain how those look like ass? How does dewgong look better than Ikkakumon? And Moltres is the most boring-looking fire bird in all of fiction, Birdramon looks better

Sort of like social links in Persona games.

The Player
(I'm capitalizing the P to designate that this is the one playing the actual game, not someone in universe playing Monster Farmer) meets and interacts with other Monster Tamers in the overworld and after adding them to his or her friend registry, can select one of the Monsters that is listed on their support page to be an ally in battle.

I'm not sure if they'd be plentiful, like the people you can add to your PokeGear in G/S/C or if they'd be sparse, but they'd have probably anywhere from one-to-three support monsters that level up and evolve depending on your relationship with them.

>Digimon
>Not popular
Pick one. There's a reason why it's still around

Birdramon is an abomination.

If the masses can recognize something by their silhouette alone, it's a good design. Now granted that's not a rule, but fuck if anyone can recognize a Digimon from Adventure 01 from their design.

It's niche as hell. By popular he means explosively like Pokemon and Yu-Gi-Oh!

Nobody is saying they're ripoffs, it's just showing how each franchise can take the same theme and the digimon will always look like dogshit.

>Then what is the point?
Seeing the franchises together in one piece. That's the point of crossovers, idiot. Again, look at Kingdom Hearts
>The names
Who the fuck cares about this? They're not from the same universe, just make up some bullshit story, don't you people have an imagination?

This is going to be my last response to you, because I suspect that you only want to drive up the posts in thread with inane bullshit to kill it faster. There are gems here and I'm actually interested in exploring them.

> Look at Kingdom Hearts.
A fair bit of Disney lore is in tact in Kingdom Hearts. There's new lore to provide framing and context, but the essentials are still very much there. Otherwise, there wouldn't actually be any point or appeal to "seeing the franchises together in one piece".

>abomination
Sure, it's ugly because it's supposed to be a giant creepy monster, but its silhouette is pretty recognizable

Stingmon looks better than any Bug type you can name

I like this.

Each NPC's support page could consist of a number of slots that only be filled by a monster of that respective type. Sort of like how F/GO's support pages are organized by class.

>Stingmon
it looks like a fucking bugman
this shit looks like an unreleased destiny hero

>but the essentials are still very much there
You could do the same with Digimon and Pokémon though. Are you just shitposting?

Stingmon looks like he's taking the bus to furcon so he can bum a man in a leather dog snout in the hotel bathroom.

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Shit bait

literally looks like an anthro bug or a bug themed knight

Stop talking about Pokemon vs Digimon, it's off topic.

Are any of the art bros still in the thread or did the autism drive them away?

That's because it IS an anthropomorphic bug man. Are you trying to sound stupid or are you seriously this assblasted because I said he looks better than Bug-type Pokémon?

All I said is that a crossover would be cool! For some reason people just started to shit on Digimon designs

somebody post a new idea

Autism is usually what drives them in

seething...

Good idea. We need something fresh.

That works.

Even though I began with a backstory for the game, I actually don't have a complete narrative in mind. When I mentioned the Dominion of Beasts drawing nearer to the material realm, I assumed the collision would have disastrous consequences.

Probably the destruction of one or both worlds. I assume the Player would be tasked with averting this, but beyond that I have nothing to offer.

I say all this to say I don't know how to frame building relationships with other characters in addition to monsters. I assume unity would be a pretty big theme though, given the girl who spearheaded this only ever wanted to bond with others.

Good buzzword response, but you forgot to post a frog

Oh it wasn't meant as a buzzword, I meant it.

I'd like it if people could revisit Monster Farmer.
I feel like I posted it at the absolute most inopportune time and I really think it's got some appeal mechanically and aesthetically.

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Sure you did

I've just been imagining this juxtaposed against what this user posted. Combined with all of the SMT talk it's giving me a strong vibe.

Sorry I'll stop. I should just talk more of the game...

okay so pokemon was based off childhood experiences catching insects

what about a monster game based entirely around fish? you catch them via fishing, having loads of different baits and rods, different fish in different locations, a weather/season system that determines what fish are where, as well as a large portion of the late game content being based around catching legendaries at the bottom of the sea.

Battling is a thing obviously, and there is a national ranking system in place to determine what fish you can legally attempt to catch, in attempts to stop inexperienced fishermen from dying attempting to catch too advanced a fish.

I guess that would be conducive to a "Save both worlds" plot line where you have to cross between different fields of reality.

Yea Forums already did a dumb monster collecting thing and it was great for few months before it devolved into autism

it's not a back idea, and I think that a lot of thought has been put into it, but it doesn't seem like my cup of tea

post some monster ideas if you've got any, I'll give feedback

then be the change you want to be by making it good again, it would make all of us proud of you.

A Kuriboh thing that clones itself indefinitely.

Would the whole game Just be the water sections in Pokémon, then?

Yea Forumsermin is unsalvageable my guy

A humanoid thing with two faces like Lazengann.

Hypnotizes opponents with the eyes on its stomach and can transmute diseases into its enemies with psychic power.

>before it devolved into autism
As is tradition.

What is going to be in our Mythmon game?

well, in the broadest sense yes.

It'd be designed to account for this though, here's a brief setting description
>Maori based island chain
>Sea is seen as the creator of life
>This folks see fish as magical (most are) and seek them out as pets
>Each island has a King, a giant fish that sleeps beneath it

the game would start with you, the young but capable chief of an island, receiving word that your island's King is enraged. You fix it, and get sent across the realm to sate the other Kings

I posted the original thing, I think if it's gonna lean into the myth elements make it heavily based in a vague amalgamation of Roman/Greek myths

and yes the panthroms should be Mythmon

I was thinking more on the lines of medieval folklore...
But maybe we could perhaps mix things up a bit from some different regions too.

Literally every idea here was already done by another battle monster franchise.
As expected, Yea Forums lacks brain power

>As expected, Yea Forums lacks brain power
that's what happens when you're only of college age---i.e., still a kid

>shits on an innocent idea
>shits on Digimon
>I suspect that you only want to drive up the posts in thread with inane bullshit to kill it faster
Wow, you are a fucking asshole

Wouldn't expect any less from a Pokémon thread

Give us your idea

I second this
What's your ideas man, we're eager to know.

Hold the fuck up. I'm thinking. Just because I can call your ideas blatant plagiarism doesn't mean I'm a genius

Unfortunately

Attached: 1495738136575.jpg (850x708, 90K)

>Just because I can call your ideas blatant plagiarism doesn't mean I'm a genius
based

I'm not wrong though, am I?

So should we stick with the fantasy setting or something?

I like Fishmon.

that Aztec-user/mesoameriaboo who make hyper autistic, multi paragraph 10+ post long series of posts here, if you guys wanna turn this into a serious thing/or just spitball ideas and want any mons inspired by that region I am happy to help

if the thread 404's you guys can reach me at [email protected]

Attached: View of Tlatelolco, Tenochtitlan (the Aztec captial), Scott and Stuart Gentling GUESSWORK COLOR CORR (2034x1374, 3.97M)

Maybe take some elements from golden sun's djinn system?
Combining certain elements/mons will do stuff like new spells or jobclasses?

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>hyper autistic, multi paragraph 10+ post long series of posts
>passion & effort = autism

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don't Yea Forums have that monster designing contest thing akin to pokemon that has been running weekly a while ago?
don't know if it is still continuing though

I actually do have an autism spectrum disorder

Maybe... Idk I haven't paid much attention.
But perhaps we can hone our skills for this thread for Mythmon design.

Okay, I thought of something. I don't know if it's been done before, but as I said, I'm not very creative myself. Here Goes nothing
>It takes place on a Cyber-Punk-ish setting
>"Monsters" are literally just normal animals the trainers randomly find around the city (Pidgeons, Rats, Cats, Roaches, Spiders, Geckos...) that are later mutated and technologically enhanced
>Animal mutation and battles take place on underground hidden arenas
>Trainers all have that good old Dark-Neo-Techno-urban designs, Think of Final Fantasy 7 meets Jet Set Radio (Kazemon here is setting an example of what they could look like)
>Gameplay and challenge would base itself on HOW you mutate your animal and how you upgrade its weapons
>there would be different paths of mutations (much like zergs) that affect your creature's stats differently
>Weapons (Both range and melee) could be used as either support or special attacks
>Capture system would be setting traps around as the public can't see the mutants
>healing items, tools for weapon upgrades, traps and stat enhancers can be bought at regular stores in the city
I tried

Attached: unnamed (9).png (314x468, 154K)

I remembered now, its Yea Forumsermin
had a blast reading though the evo lines

An elemental system based off the 5 temperaments.

Attached: 5temperaments.jpg (638x479, 48K)

doesn't matter
you know your shit and most of Yea Forums knows very little about what they claim to care about

>It takes place on a Cyber-Punk-ish setting
not original and no longer interesting
>"Monsters" are literally just normal animals the trainers randomly find around the city (Pidgeons, Rats, Cats, Roaches, Spiders, Geckos...) that are later mutated and technologically enhanced
has potential
>Animal mutation and battles take place on underground hidden arenas
good
>Trainers all have that good old Dark-Neo-Techno-urban designs, Think of Final Fantasy 7 meets Jet Set Radio (Kazemon here is setting an example of what they could look like)
you can have this without the hackneyed cyberpunk baggage
in fact, it'd be better off without it
>Gameplay and challenge would base itself on HOW you mutate your animal and how you upgrade its weapons
lame
>there would be different paths of mutations (much like zergs) that affect your creature's stats differently
not following
>Weapons (Both range and melee) could be used as either support or special attacks
says nothing
>Capture system would be setting traps around as the public can't see the mutants
Are they capturing the animals or mutants? I like the idea better of capturing animals, with rarer ones like bears and moose being far strong than common ones like rats and pigeons; and subsequently mutating and taming them using chemicals/substances bought off the black market
>>healing items, tools for weapon upgrades, traps and stat enhancers can be bought at regular stores in the city
no, black market
weak shit can be bought from pet stores/pharmacies---the good stuff is exclusive
I tried
has potential

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Well we could have the human characters turn into mythmon later on and then try to gain back themselves a human form.

That would make things a little neeter

can someone make a logo for mythmon?
We love

>They have completely different design philosophies and themes
You can't say that now that Ultra Beasts are a thing.

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>Pokemon have always been depicted as like, parts of nature; wild animals
Wrong, they are sapient being and some of them aren't even natural.
>Digimon are different, populating an entire world of their own with a lot of them having sentience on par with a human and the ability to speak
Pokemon have a society in the PMD games.

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A rhino with an apatosaurus neck and crocodile tail. I remember hearing about a Congolese cryptid that was like that.

Ribombee and Flymon should be there. Completely different interpretation of wasp mimics with the context removed.

Who's going to be the creator of the universe in this game?

Attached: 493 Arceus.png (332x431, 51K)

this is the American artist's idea of a good Pokemon design
the majority of his designs suck as Pokemon designs

Guzzlord has a main motif (Eat), a solid chunks of color, and is made of simple shapes. Only slightly more strange than Nidoking or Tyranitar.

Layered bait. I give you at least a 7/10. With some improvements, you could be a master baiter.

Agumon has a main motif (Fire), a solid chunk of color, and is made of simple shapes. Only slightly more strange than Nidoking or Tyranitar.

Exactly. Unless you go out of your way to draw things like veiny muscles, Agumon has an easily marketable design which makes for good plush toys.

>Guzzlord has a main motif (Eat)
And? Almost every Digimon has a main motif.
>a solid chunks of color
And? Almost every Digimon has a solid chunks of color.
>and is made of simple shapes
Literally every Digimon is made of simple shapes. Almost every vidya design is made of simple shapes.
>Only slightly more strange than Nidoking or Tyranitar.
Those aren't overdesigned to the point of absurdity.

Nidoking has spikes all over the place and segmentation because ???

Some reptiles are like that.

What kind of threats do the players face other than mythmon?

I made our logo

Attached: mythmon_logo_og.png (885x608, 18K)

This is our temporary one till someone can make a new one.

What about the human-mythmon relationships?
Mythmon have animal intelligence, pokemon intelligence or human intellicence?
Humans can have mythmon girlfriends?
"mythmon" is going to be the plural of "mythmon"?

Mythmon have variety in intelligence and ability.

Smarter mythmon think of dumber mythmon as inferior?

Maybe

Make it open world, or open worldish. 2D sprites btw.

You start out, and your team composition is based on the direction you chose to go in. Your max level is determined by an item you get for beating the boss, similar to badges. Boss levels are determined by how many you’ve collected thus far. This way you can retain free exploration, have team composition be limited, but still manage to be able to properly scale/balance the difficulty all throughout.

Battles are locked to doubles as the standard for other “trainers.”

Catchable monsters have overworld sprites, no random encoubters. Appearances of certain monsters is determined by an internal clock, with rng and quest requirements for more rate ones. You have to spawn them in.

I'll think about it.

Oh yeah, also:

Introduce elements and typing for monsters, but rather than being a complex RPS like Pokemon, it should be more like MtG, where each type has inherent strengths and weaknesses and abilities unique to each one.

Oh wait, you’re being serious about this? Well, you already failed by asking for ideas on Yea Forums and if you don’t have a talented artfag who’s good at creature design, you’re boned. The appeal of your monsters is 99% of your game's success.

I think I already won.

I want a mythmon that resembles Venom from spider and a Xenomorph combined and it's abilities will be ghosting through stuff and sucking life force out of stuff to give it enhanced physical prowess.

The problem with Digimon is that it has no set rules for its monster design. Anything can be anything and be grouped with anything, and evolution lines often make no sense, leading to some absurd designs.

Meanwhile, Pokemon can be categorized by typing, egg group, and so on. The latter is why Pokemon is more appealing. Easier to comprehend.

So, Shin Megami Tensei?

We're still working out the kinks, we're not through deciding just yet what to do with capturing.

>Was the first guy lobbing ideas at OP
>Went to play and sleep and stopped posting
>Wake up and chexk the thread, and it's still alive
Good stuff Yea Forums!

thank you

Here are my ideas :
>Undeath type
>Elemental type
>Nature type
>Mutagen type
>Para type
Will be the main 5 categories, the sub categories describe the properties of abilities and what they are in shape. Ex: poison whip fox
then from there the abilities and the unique traits will be added on.

So, do any of you know any programming or art?

I know nothing of programming and my art skills are average.

I know nothing of art and my programming skills are average.

Hmm... What one lacks, the other provides...

>average
The dream is dead

Well it's a start.

Feel like most people are discussing either the setting while neglecting how the game will actually play.
So how should the game play? Just a simple turn based combat, or something entirely else.

Hmmm... We'll think about that while we discuss how the monsters will be like, as for the setting, that's already taken care of.

Here are the 5 main types

Attached: mythmon_5_categories.png (1763x672, 44K)

Okay fine, maybe we should talk about how it plays.

I made those my first posts itt, but all I got was a “we’ll think about it.” Getting the gameplay and core mechanics down are the most important things for a video game. If you’d rather write lore and story, find a different medium.

It would probably have to a form of turn-based combat, shouldn't be too complicated as its a community project.

I'm thinking a party based one, where the size of the party is determined by the strength on the monsters out. For eksample you could have a couple of dragons or instead have an army of bees. Would also easily allow for the player character to be easily involved.

What engine are you gonna use? RPG Maker?

Probably unity, it's the only one i have experience with. Willing to try and learn others, but should be a free one.

2D or 3D?

Best

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The problem here is that unity isn't very suited for 2d, but 3d isn't suited for a community project. have also wanted an excuse to try and learn Godot, but don't know how good that does 2d.

I would love a unity project RPG game.

I wonder if anyone knows what the best engines for 2D are...

I know RPG Maker recently got some sweet upgrades.

There’s also Unreal, which is what was used to make Octopath.

Pros and Cons between Unity and RPG Maker?

Card-based combat! Card-based combat! Card-based combat!

To be fair there aren't that many differences between engines, most engines can make most games. It's just how easy and how efficient they are.

Unity is more flexible and doesn't require you to buy, but RPG maker is specialized for this and probably has a good amount of the features built into it.

Alright, let's discuss how to play the game,
first let's talk about how to start the game.

What if there are other races besides humans in the game you get to play as?

Turn based combat is best and having a party is a good way of managing things.

If you’re gonna do Turn Based, do it right.

Make it double battle standard. There’s a reason the Coliseum games are the most tactical/difficult. Single battle vanilla Pokemon is a snore fest.

>implying Slowbro and Moltres look good

I actually suggested having multiple monsters out with the amount based on their strength, a bit because of your reason but mostly because i think it would be cool to take down arceus with an army of caterpies.

I don't know how that would work.

How does one perform combat?

I Just like cyberpunk stuff.

>lv + item + gender
"lv + item" is enough

Also I'm not completely sure about gender evolutions. It is just me?

Honestly not too sure, attacks could either happen simultainously or the moment you pick it.

I don't get the Para Type

They can add more logic to certain evolutions.

para is paranormal/ spiritual or with weird abilities like psychic or warping metaphysical.

ATB

Attacks happen after cooldown. Cooldown happens faster based on speed stat.

Throwing a random idea out there:
I think there should be a distinction between monsters that can use tools and those who can't. Since humanoid frames are somewhat popular, why don't we have a rule system in place for certain monsters to equip and use weapons. They would have to be above a certain intelligence score to use them, and you can balance out the innate advantage weapons give by make tool-use candidates weaker in combat without them.

I think it'd be a nice way to give humanoid types more flavor, rather than having weapons magically appear.

>not following
After reaching a certain level, you could choose to mutate the animal further with different options. Say, strength and dexterity, if you pick Strength your cat mutant would evolve into a musclebound feline creature, if you choose dex it would evolve into a creepy, skinny agile feline and so on
>Says nothing
They could be like support items that aid you in battle (Maybe a small floating spray can that heals your creature over time or a poison needle launcher that would damage your oponent after every turn. Or they could be special attacks, like fucking chainsaw, missile launchers and shit. But you could only use them after you've gathered enough Energy (like in Final Fantasy)
>Are they capturing animals or mutants?
Animals

>I guess some could go with the theme of mythical fairy tail monsters/creatures
A cockatiels would be adorable but nasty. Little rooster birb with a snake tail and a n g e r y face. I think a good evolution would be basilisk ->cockatrice -> wyvern.
The basilisk would be basically a really nasty lizard, which then evolves to the cockatrice stage with two legs turning into wings and a rooster like head. And then a wyvern is basically an oversized cockatrice anyway, so just make it bigger and toothier for the final evolution.

Well I would recommend largely following Pokémon’s types while deleting some and combining others. For example:
>Rock/Ground= Earth
> Normal/Fighting=Neutral
etc.

Oh fuck, better yet. Attacks themselves have cooldown times. They’re all balanced around cooldowns + power ultility + MP cost.

Your monster’s speed also affects the specific attack’s cooldowns. So, say you got two monsters, one with 5 speed (base) and other with 10. They both have Fire Blast and Ember. Now traditionally, Ember has a base cooldown of 1s and Fire Blast one of lets say 20s. However, the way the Speed stat works is like a multiplier. So on the monster with 10 Speed, Ember cooldown is now .5s and Fire Blast 15s

Or something like that. You wanna keep it balanced so that there’s a reason for the Speed stat. Additionally, this mechanic gives function and utility to weak moves. Now Ember has much more usefulness than it does in Pokemon, where you’d quickly replace it for Flamethrower. Now there’s a reason to use Ember and low cooldown could prove advantageous over slower moves that while more powerful, a miss could prove really damning as waiting 15 or 20 seconds could turn into well over a minute if your accuracy is low, during which your opponent would be able to fire off 30 or even 60 Embers. Thus adding way more depth to the strategy. And that’s not even factoring in booster moves or other set up stuff like that. Since everything now has a cooldown cost, you need to factor in the risk vs reward element on doing carious things.

So, what you guys are doing is basically Yo-kai watch with western mythical creatures?

I never played Yo-Kai watch, please explain.

With Nature you meant plants or beasts? If is the latter how do we differentiate them from the Mutagen types?

Maybe we can rename Mutagen as Artificial to encompass mutants, cyborgs and robots.

If you guys want to check out a neat 1v1 turnbased system, take a look at Helen's Mysterious Castle. There's a point score for how much time attacks take, and the turn order is determined by that. I thought it was pretty neat.

That actually seems like a nice idea.
Gonna try and set this up in unity, see what can be made of it.

By nature I meant plants AND beasts
and no I want to keep mutagen until we can find a better name for those hideous abstract looking creatures.

Kid finds a watch that lets him see Yokai (mythical japanese spirits) So he starts to battle and capture them to make the world a better place

Can we just delete the accuracy system? Strategies shouldn't be based on luck.

Why would you delete it? Just fix it so it doesn’t FEEL unfair. Also, luck elements in game design are never bad, they add to the risk reward factor. Without luck, especially in a turn-based strategy game, solving the game by finding the optimal strategies becomes a cynch, by factoring in luck, you add a way to balance this so there are more options and decisions to make.

should the game have a normal realm and a nether realm of sorts?

What purpose would you think having two maps like that serve?
It's an easy way to add more content and variables, but you have to have something unique about the two areas beyond one being purple.

You just said it could have exclusive content

This isn't terribly well drawn but I like the design a lot.

>What purpose would you think having two maps like that serve?
Alternative evolutions.

Bump

Tried to set up a combat mockup based the ideas ending hereMost of the code isn't made though, and i'm unsure if this is how it should look in the first place. Any better suggestions?

Attached: TurnBasedMockup.png (1920x1080, 223K)

Post taste

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Combat should be like Pokemon if you’re commanding creatures to fight for you.

Not only will it be more familiar to your target audience, but it also looks better.

You’re gonna want front + back sprites + bg.

Hell no. Minimize Brightpowder is one hell of a drug and there is a plethora of way to circumvent it. Outside of compeitive most starting birds have the Keen Eye ability, middle fingerd changes in accuracy. Several moves bypass accuracy checks, such as Aura Sphere.
Hone Claws is a thing too and there is even the No-Guard ability if you want to get into specifics.

Wouldn't that be too similar though?
The whole project is heavily Pokemon inspired, but I don't think it'd be a good idea to just make Pokemon with a different wrapper. There are tons of mobile game that are just that.

I think what's needed is a different mechanical hook, something that will give the game its own distinct flavor, rather than just notPokemon.

The mechanical hook should come from the differences in gameplay and world design. You want familiarity. Too many Pokemon clones get forgotten for being too different. If you’re inspired by Pokemon, you shouldn’t shy away from that, on the contrary, you should highlight, while showing how you are better.

In my opinion, coming from a very small competitive background, this would just make hyper offensive Choice Band and Choice Specs king because those are designed to get a kill and then get the fuck out. Buff sets like Swords Dance and stuff will lose a lot of usage because now if they want to stay they need to run weaker moves. Pivoting would be king (that is to use attacks that deliver a hit and swirch out), specially on banded sets.

Not only that, you just made Speed mucj more important than it used to be (protip: it's really fucking important already) because now slow and bulky pokemon have to not only suffer going last and eating hits, but they also have longer cooldowns.

Overall I belive Pokemon is not mechanically or fundamentally weak, but rather it just needs a proper re-balance

Well yeah, that’s cause you’re just copying Pokemon, obviously you’d create new moves and such to work with these new mechanics. Like right off the top of my head, the ability to freeze cooldowns. More moves that steal mana, etc...

Also, a good way to rebalance speed is by making growths in speed less dramatic in level ups. Make it so that lvl 100 mons that are big and slow, are still slower or barely faster than mons who are low level but meant to be fast. Plus, by tying speed to moves themselves, you’ve added an additional factor that balances the playing field in regard to speed. Sure, you might be faster, but your set-up will takemore “turns” to go up than a slower mon using different moves that might counter you. You’re using speed as a balancing factor for individuals moves, not letting speed be the end all be all on a faster mon. Overall, your mon’s natural speed only works as a slight modifier to the moves own innate speed. This already fixes many problems present in Pokemon, and makes combat way more interesting.

Since this is the only pokemon thread. I've only played until gen 5 before this and I got citra now. How are gen 6 and 7, which should I play first and are the gen 3 remakes worth playing since they were my favorite gen before this

Gen 6 and 7 aren’t worth playing.

Made it horizontal instead based on Also gave them nametags. Is that better or should it look more different?

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Follow up:

Like, tons of possibilities open up with his new mechanic. For example, you could give certain moves a boost if they’re used after another, or you could balance other moves by making them grow less effective if used back to back, or even add a chance of failure. Like, try and spam Swords Dance 3x in a row abd you increase the chance of failure, or they become less effective each time, or the cooldown grows longer, thereby encouraging you to vary up your set up. You could also introduce items or passive abilities that offset this penalty.

You could have moves that start out with a cooldown, thereby ensuring you can’t just fire them off right off the bat.

Also, here’s an interesting example of what you could do. Take Solarbeam for example, in Pokemon it’s a two turn move. But what with cooldowns, you could separate the charge into a different move, and you can now stack them. Like Synthesis for example. This, you could make an entire build around tanking by setting up a Sunny Day, Ingrain, and then using Synthesis again and again to fire off a Mega charged nuke of a Solarbeam. But, once again, there’s that risk reward element.

Just throwing ideas out there, but the new battle system opens tons if new doors and ways to play around with combat. And with time in cooldowns now being a factor, strategies like what I just mentioned are even more risky than they otherwise could be, as set-up time can always be a factor to consider.

Definitely better.

What if some moves worked similar to a shield while the mythmon is charging them? Imagine that your mythmon is charging a psychic energy sphere and the enemy's mythmon's lightning goes through it.

Weaker moves would almost always be smaller and therefore worse shields.

Hahaha, we did some years ago and now it is one of the worse fucking fanbases ever known to man, they are around sonic levels in terms of autistic screeching and around as self destructive as a crack addict.

The funny part is that it used to be great, is called vermin and is at /vg/ during the weekends, don't join them, they are extremely autistic.

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To collect mosters you have to take into account they nature and preface it with undertale-like interactions. If you don't pay attention to them they will run away. No "gotta catch 'em all and throw into pc box" bullshit.

So... SMT.

What about the status effects?

Yes

Something like pokemon, with turn-based battle system. Do what pokemon should have done a long time ago and emphasise team battles (and make more support skills). Monsters can have unlimited number of regular attacks (claw swipe, bite... depends on the creature) and limited number of special attacks (flash, quake, hypnosis, etc). Some rare monsters can have what usualy a special attack be in regular (and thus have more room for other specials) but this needs to be balanced out. Trainers can have some powers too, but is possible to forbid their use in some battles (gym battles, duels) while allowing in the others (against wild monsters. Make game more or less "openworld" and require player to go all over the world (and backtrack into the harder areas of previously explored zones). Nerf grind by diminishing exp based on player characters level (like badge system but better).
Maybe add option to wait a bit more so that accuracy goes from, say, 70% to 95%.
Also, if speed is too powerful you can make so that faster monsters take poision damage more often

What if the pokemon who goes first have less accuracy?

mythmon*

>Nerf grind by diminishing exp based on player characters level (like badge system but better).
Just have level caps that can be increased by collecting badges. Like, you can’t level up past a certain level till you get the next badge, and said “gym leader” will always be at the max level.

Thus, you’re free to grind as many mons as you’d like to the max level cap, go and explore, and avoid the main quest to your heart’s content, but you’ll never be able to progress in exp till you get the next badge.

“Gyms” can be tackled in any order, and their level will be determined by the number of badges you currently have. Also, like Megaman, there’s an optimal path in beating them, thanks to certain mons in certain zones having certain advantages over their strategies. Thus, thanks to the max level cap, you can no longet brute strength yourself through battles, it’s all about the right team build to counter their strategy.

Also, do away with random battles, and allow for mega strong monsters to roam the area. Even in earlier zones, think Xenoblade. Since you can see the monsters in the overworld, you’re able to avoid battles, and sometimes, you should. The average level ofc will depend on region though. Meaning, while you’re free to go wherever you are, there are “late game” areas that you’re not encouraged to venture into early on, as most things there will buttfuck you. But there are weaker monsters in most if not all levels, meaning if you wanna b-line it straight to a specific mon for whatever team buld you wanna have in the game, you’re more than free to do so.

This means, that the overworld benefits from being somwhat radial, like the original LoZ, letting you go in any direction you like, right from the start.

It’s all on a per move basis, attack speed trumps monster speed. Monster speed only acts as a modifier/multiplier to

I think obvious cap can feel to artificial. It would be more organic to make it a "soft" cap, kinda like how Σ(1/n) will always be less than two, but will keep increasing by ever so slight margin. This will also allow to faster levelup underleveled monsters. Also, i think that there is should be some elements of random battles, where you can't always see monsters (make tall grass actually tall).

Only in a specific area I’d say, where you can get ambushed. Either that, or make it a trait unique to a certain species.

>Weaker moves would almost always be smaller and therefore worse shields.
Only the physical ones, the difference between a strong special attack and weak special attack would be the density of the energy.

Can I have a summary post of what we've got so far? Wouldn't mind drawing some stuff in my down time.

I was thinking something kind of like this.

Attached: Rhino.png (1000x750, 345K)

>The average level ofc will depend on region though.
I had a thought about this. What if the main route between cities and other major areas is always fairly low level but as your stray farther from the main path the monsters get higher in level? Sure easy mode by going on the main roads but to find really powerful monsters you go off the beaten track a bit and would allow for some fun speedrunning strats possibly. Also this means for fighting stronger creatures and trainers to train you HAVE to explore.