So, I'm working on a project for a Monster Hunter-styled game echoing the design philosophy and aesthetic of Gen 1 and 2, along with the 6th Generation consoles in general. It's designed to be an homage to both vintage Monster Hunter and the PS2 and Dreamcast. There are a lot of elements I have planned out, but I have conflicting ideas as to how I should carry out things. I would make a survey, but the character limit is really low, so I'm going to post a series of questions here, with you guys answering in the comments.
Keep in mind that despite my game drawing heavily from Monster Hunter, it sure as shit isn't an exact clone. There's a lot of stuff in my game that Monster Hunter wouldn't even think of doing. My game really combines elements from all of my favorite games into one, and if I were to give it a description, I'd say it's a mix of Monster Hunter, Dragon's Dogma and Pikmin, with Roguelite elements.
1.) People in the Monster Hunter community often stick only to what they know, and always use the meta when there's a clear one. Because of this, I wanted my game to be randomly-generated. This would force people to experiment with different styles, along with encouraging multiple playthroughs. As to how I want to randomize it, I have two ideas.
a.) Randomize the whole save file at one time, a la Diablo. The maps, quests, story elements, and monster spawns are all the same every time you boot the save, but changes when making a new save.
b.) Randomize the game's features every time you enter a map, like the Everwood.
2.) There are obviously multiple weapon types, but I kinda wanted to have Classes too as a way to make the weapon feel different each time you play. Would you ratter…
a.) Have each class able to wield every weapon, but each class handles the weapons differently. A Shaman using a sword plays very different to a Rogue using a sword. Some classes can't equip certain weapons.
b.) Have weapons be exclusive to each class. IE: Knights are the only class to use a Greatshield and Heavy Weapon, Rogues are the only ones to use Daggers and Bombs, etc.
3.) There is something similar to Armor Skills and Hunter Arts, though you can't have all of these whenever you want. Because the game is randomly-generated, you need to improvise, and you can only get these skills and arts through certain means. Would you rather…
a.) Hunter arts are tied to the weapon. In order to use different arts on your weapon, you have to have another weapon with said art and transfer that art to the weapon of your choice.
b.) Hunter Arts and Armor Skills can only be obtained through the game's AI Companions. These randomly spawn, much like Palicoes in 4U, and each one has a different set of skills and arts. You would get these skills by having the Companion teach them to you. You can then equip them on your weapons and equipment of choice.
4.) One of the reasons I wanted it to be a roguelite is because I don't want Builds to be a necessity in my game. One of the worst parts of the newer Monster Hunter games is their insistence on armor skills, and how the focus of the game moved from hunting tough monsters with your bros to making armor sets with every attack-increasing skill in the game because the monsters have way too much health. Everything in my game is randomly generated, but the armor skills are tiny bonuses and not the focus of the game. The game is purposefully built for you to complete the game with any equipment.
5.) I wanted there to be a definite ending to my game, but I also wanted you to be able to transfer some of your progress. How would you feel about a New Game+ mode? I wanted to make the monsters harder each time you beat the game, and add some end-game monsters in the early game as random spawns. Any suggestions?
6.) I'm actually kind of torn on what art-style I should have. Either way, I wanted it to look like something straight out of the PS2 days, but would you rather…
a.) An artstyle that builds on Gen 1 and 2's artstyle, being realistic but not too realistic.
b.) Have a cel-shaded artstyle, akin to something like Zelda Wind Waker.
7.) I REALLY wanted multiplayer, but netcode is obviously hard to work with, so I wanted AI Companions to be a big focus. They obviously fight alongside you, and have special passive and active skills atatched to them. Unlike Monster Hunter, I'd have teams of many companions and not just 4. Would you rather…
a.) Have a team of 10 hunters, and you can revive them, but they're out for the mission if they aren't revived in time.
b.) Have a Battlefront-style bar of AI Companions, with each dying teammate decreasing from that bar. They revive as long as the bar is full enough, but stronger units take much more of that bar to revive.
8.) You would obviously craft weapons, but I also wanted weapons to drop. Would you rather…
a.) Have weapons dropped randomly based on their respective monsters, but you need parts to upgrade them.
b.) Have to craft the weapon and armor set, but it costs way more materials.
9.) How would you feel about magic elements in the game? I really wanted to include them, but some people feel that Monster Hunter's realism to the monsters is what makes it cool.
10.) How would you feel about same-size fights? I really wanted some of those AI Companions to be hostile, and attack you and your team on sight.
11.) As for movesets, I wanted a complex fighting system like Monster Hunter's, but I really like Dragon's Dogma's Skills. Would you rather…
a.) Have no Hunter Arts, but your moveset is much more complex.
b.) Have up to 6 Hunter Arts, but the moveset is simple.
12.) As for equipping Armor, I really wanted there to be set-bonuses for the few times you might actually have a full set, but I also wanted there to be less armor pieces. How would you feel if there was 3 armor pieces instead of 5?
I have a lot more questions for the future, but these are the really important ones right now.
EDIT: There's a lot of shit I didn't include, so I edited the post to have MUCH more details on this game.
Source: Original link
© Post "Making a Monster Hunter-styled game, and I need opinions" for game Monster Hunter World.
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