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Monster Master RPG II
Please find the source code here: https://github.com/sethmachine/mmrpg
See my post on this thread for disclaimers and usage.
The alpha has been uploaded to the thread. The map is also available on makemehost.com under the name "MMRPG2 Alpha v1.3.w3x" or "MonsterMasterRPG2.w3x"
You can download the map here: View attachment MMRPG2 Alpha v1.3.w3x
Try out the alpha, and feel free to send feedback/comments/questions/criticism. Post on the thread, send a PM, email ([email protected]), or even chat on battle.net (sethmachine@USEast).
As things stand, I will release a major new update to the alpha about every week or so.
The original GBC game which the map is based off of.
Monster Master RPG II is an RPG based off the Game Boy Color games Dragon Warrior Monsters and Dragon Warrior Monsters II, with its namesake coming from Robbepop's Monster Master RPG.
The map also has sandbox elements like those found in video games such as The Elder Scrolls V: Skyrim, along with dynamically generated in-game content to keep you playing for hours on end.
Unlike most RPGs, players each manage not one but three heroes, or monsters, in addition to their human monster master.
A key part of the game is the search for finding and breeding the most powerful team of monsters. The map features a main story line as well, but after a certain point in the plot, players will not find it necessary to continue the main quest line to begin building their ultimate team of monsters, and can freely return to it at anytime.
Recommended Players: 1-10
Estimated gameplay time: 1-3 hours per session
Number of monsters: 146 currently
Maximum level: 99
Diverse cast of monsters: 100% done
There are ten monster families with a total of 145 unique monsters, many using awesome custom models generously provided by various artists on the hive.
Intricate stat system: 100% done
With 8 different stats, there is a lot of variation and differentiation in the roles each monster can fulfill, making no two monster species functionally equivalent.
Individual stat growth: 100% done
Each individual monster follows the average growth of its species in addition to its own personalized stat development, making even monsters of the same species unique.
Automatic ability learning system: 100% done
Every monster has three native abilities it learns as it levels, the combination of which is unique to each species.
Two-way ability system: 0% done
Monster abilities fall into two classes: field and battle skills. Field skills are generally only useful outside of battle (e.g. revive a dead monster, teleport to a city) while battle skills are the traditional auras, passives, AOEs, and so on.
Complex breeding system: 0% done
Hatching the next generation of monsters is a trial-by-error process that rewards creativity and experimentation.
Stat inheritance system: 0% done
Newly hatched monsters can inherit some of the individual stat growths of the parents, making each generation progressively stronger than the last.
Ability inheritance system: 0% done
Baby monsters have a chance of inheriting a skill from both the father and the mother, bringing the maximum abilities of each monster to 5. The possibilities are limitless!
Ultimate ability recipes: 0% done
Think of these abilities like an item recipe--if a monster already knows the required abilities, then it can learn a sixth, ultimate ability, which corresponds to that combination.
Female character: 100% done
Players are able to select the gender of their monster master
Character class system: 0% done
Players can specialize their monster master into one of several classes based on their preferred style of play.
World interaction system: 100% done
Almost every NPC and named structure can be interacted with simply by right clicking on it with your monster master, as one would approach a person to talk to them or an object to use it.
Monster recruit system: 100% done
Every time you defeat a monster it will consider joining you. Feeding it high quality meats greatly increases the chance.
Monster farm: 100% done
In addition to having up to three monsters in your party, up to 10 additional monsters can be kept at the farm, eagerly awaiting to rejoin you on your adventures
Monster library: 0% done
Visit the library to look up information on all the monster species you have bred or recruited.
Creep system: 100% done
Wild monsters roam the overworlds and dungeons, and occasionally will ambush players.
Item bank system: 100% done
Excess gold or items can be stored in a virtual item vault that can store up to 10 items.
Virtual item backpack: 100% done
Players can manage up to 10 additional items virtually by selecting their hero and pressing the ESC key.
Magic key system: 100% done
Accessing a world is as simple as having its magic key and using it on any magic door shrine.
Quest API: 100% done
All quests are made through a concise vJASS API, allowing complex but easy to follow quests.
Random world generation: 0% done
Many magic keys lead to non-quest worlds with their own randomly determined tileset, geography, towns, dungeons, monsters, and bosses.
Random quests: 0% done
Many extra quests are randomly generated, giving players constantly a task to do.
Quest points: 0% done
Completion of both scripted and random quests awards quests point, which are accumulated permanently.
Dungeon system: 0% done
In many worlds players can come across optional dungeons, which leads to an item chest at the final floor.
Item chest system: 0% done
Most dungeons feature their own item chest which is a random reward based on the difficulty of the dungeon.
Monsters are what the the game centers around. They tend to resemble animals, mythical creatures, humanoids, and come in all sorts of shapes and sizes.
All monsters are capable of breeding with any other, so long as their genders are opposite. When a monster master breeds two monsters, they will leave behind an egg, but then leave forever on their honey moon.
Please find the source code here: https://github.com/sethmachine/mmrpg
See my post on this thread for disclaimers and usage.
The alpha has been uploaded to the thread. The map is also available on makemehost.com under the name "MMRPG2 Alpha v1.3.w3x" or "MonsterMasterRPG2.w3x"
You can download the map here: View attachment MMRPG2 Alpha v1.3.w3x
Try out the alpha, and feel free to send feedback/comments/questions/criticism. Post on the thread, send a PM, email ([email protected]), or even chat on battle.net (sethmachine@USEast).
As things stand, I will release a major new update to the alpha about every week or so.
The original GBC game which the map is based off of.
The map also has sandbox elements like those found in video games such as The Elder Scrolls V: Skyrim, along with dynamically generated in-game content to keep you playing for hours on end.
Unlike most RPGs, players each manage not one but three heroes, or monsters, in addition to their human monster master.
A key part of the game is the search for finding and breeding the most powerful team of monsters. The map features a main story line as well, but after a certain point in the plot, players will not find it necessary to continue the main quest line to begin building their ultimate team of monsters, and can freely return to it at anytime.
Recommended Players: 1-10
Estimated gameplay time: 1-3 hours per session
Number of monsters: 146 currently
Maximum level: 99
There are ten monster families with a total of 145 unique monsters, many using awesome custom models generously provided by various artists on the hive.
With 8 different stats, there is a lot of variation and differentiation in the roles each monster can fulfill, making no two monster species functionally equivalent.
Each individual monster follows the average growth of its species in addition to its own personalized stat development, making even monsters of the same species unique.
Every monster has three native abilities it learns as it levels, the combination of which is unique to each species.
Monster abilities fall into two classes: field and battle skills. Field skills are generally only useful outside of battle (e.g. revive a dead monster, teleport to a city) while battle skills are the traditional auras, passives, AOEs, and so on.
Hatching the next generation of monsters is a trial-by-error process that rewards creativity and experimentation.
Newly hatched monsters can inherit some of the individual stat growths of the parents, making each generation progressively stronger than the last.
Baby monsters have a chance of inheriting a skill from both the father and the mother, bringing the maximum abilities of each monster to 5. The possibilities are limitless!
Think of these abilities like an item recipe--if a monster already knows the required abilities, then it can learn a sixth, ultimate ability, which corresponds to that combination.
Players are able to select the gender of their monster master
Players can specialize their monster master into one of several classes based on their preferred style of play.
Almost every NPC and named structure can be interacted with simply by right clicking on it with your monster master, as one would approach a person to talk to them or an object to use it.
Every time you defeat a monster it will consider joining you. Feeding it high quality meats greatly increases the chance.
In addition to having up to three monsters in your party, up to 10 additional monsters can be kept at the farm, eagerly awaiting to rejoin you on your adventures
Visit the library to look up information on all the monster species you have bred or recruited.
Wild monsters roam the overworlds and dungeons, and occasionally will ambush players.
Excess gold or items can be stored in a virtual item vault that can store up to 10 items.
Players can manage up to 10 additional items virtually by selecting their hero and pressing the ESC key.
Accessing a world is as simple as having its magic key and using it on any magic door shrine.
All quests are made through a concise vJASS API, allowing complex but easy to follow quests.
Many magic keys lead to non-quest worlds with their own randomly determined tileset, geography, towns, dungeons, monsters, and bosses.
Many extra quests are randomly generated, giving players constantly a task to do.
Completion of both scripted and random quests awards quests point, which are accumulated permanently.
In many worlds players can come across optional dungeons, which leads to an item chest at the final floor.
Most dungeons feature their own item chest which is a random reward based on the difficulty of the dungeon.
All monsters are capable of breeding with any other, so long as their genders are opposite. When a monster master breeds two monsters, they will leave behind an egg, but then leave forever on their honey moon.
sethmachine Presents
MONSTER MASTER RPG II: THE 13TH GATE
Created by sethmachine
Map Info:
Monster Master RPG II: The 13th Gate is an RPG based off both its namesake Dragon Warrior Monsters for the Game Boy Color, and Robbepop's Monster Master RPG. Unlike most RPGS, the player does not command a single hero, but rather a party of three loyal monsters (hero units) along with their monster master (the player character). The core mechanics of the gameplay are split into two parts: (1) progressing along the main plot and solving quests, and (2) breeding the most powerful team of monsters. The two are not mutually exclusive—to get further into the story, the player will need more powerful monsters. Likewise, to get access to rarer monsters, items, and better training areas, the player will need to move further along in the plot.
Map features
Features:
Monster Master RPG II: The 13th Gate retains several of the old mechanics of the original Monster Master RPG, but adds an abundance of new features and systems to enhance the gameplay experience. The following is a non-exhaustive list of some but not all of the features that will be in the finished map.
- Over 200 unique monsters to recruit, breed, and defeat
- 8 different hero attributes for complex differentiation of each monster species
- Intricate breeding system with both stat and skill inheritance
- Random stat growth for each monster
- 11 unique monster families
- Monster library to keep track of every monster species you've had
- Over a dozen worlds ranging from arid deserts to snowy mountaintops to volcanic plains
- Myriad of castles, dungeons, cities, towns, villages, and NPCs in each world
- Dark plot with a sinister twist
- Randomly generated side quest worlds
Background and Story
Background and Story:
Thousands of years ago: A group of demon lords and their monster slaves waged a genocidal war against humanity, invading the human worlds and laying waste to all. But when humans learned to tame monsters, the tides slowly turned in their favor, and the demon lords began to retreat to their own worlds. In the final cataclysmic battle, the humans and their monster allies destroyed the King of the Demon Lords, along with his own world, once known as the 13th Gate. To prevent future invasions, a magical barrier was devised to prevent monsters from wandering into the human worlds. Since then there has been a lasting peace.
Today: In many human kingdoms, select few children who come of age are trained in the ways of the Monster Masters of old, so as to prepare future generations. They receive their very first monster companion, and then journey across the worlds, returning only when ready to serve. The kingdom of GreatBark is no exception, but the new monster masters of this age must face a threat the likes of which has not been seen for thousands of years. The magical barrier is waning, and nearly spent. There are reports of armies of monsters gathering and attacking. There are even whispers of the demon lords long defeated.
Civil War: The kingdoms of GreatTree and GreatLog, along with their leagues, believe that it is because of people's ignorance of the past and tradition that the barrier has weakened. So much so they have launched a desperate invasion against GreatBark, the kingdom where the barrier resides. The Monster Generals and armies of GreatBark have been spread thin, with no soldier or monster spared to uncover the reasoning behind the barrier's weakening.
Last hope: It is now up to the newest generation of up-and-coming Monster Masters, who are not of age to fight in the war, to journey across the worlds to find a way to repair the barrier or construct a new one altogether. Time is running out.
Monsters
Monsters and Monster Families
What are monsters?: Intelligent and sentient animal-like creatures capable of speech, all monsters are descended from a common species. While monsters have been classified into different families (consider these separate sub-species of monsters), any monster is capable of breeding with any other monster, provided they are of opposite genders and mature. In many worlds, humans co-exist with monsters, where they may fulfill roles as pets, companions, friends, workers, or even sometimes soldiers and guards. Above all, monsters both respect and fear those who are more powerful than them. Wild monsters are those which are hostile to humans or other monsters, but can be tamed by experienced Monster Masters.
Scholars agree on there being at least nine different monster families, although it is hotly debated whether a 10th exists. In the kingdom of GreatBark, there is a monster library with volumes of tomes describing at length the attributes of the different families and of each known monster species.
Beast Family: Beasts have forms which closely resemble those of land mammals, though there are some exceptions. Beasts were among the first monsters to be tamed, and are known for their extreme but blind loyalty. Most beasts lack natural defenses like scales. Beasts however are capable of brutal assaults on potential targets, in addition to their high staying power. Beasts grow at moderate rate, though not as quickly as Birds or Bugs.
A female King Magnataurus
Bird Family: Birds tend to take forms of avians, both those we are familiar with, but also those of mythical origins. Birds are fast but frail, and grow quite quickly.
A male Zapbird
Bug Family: Bugs are similar to Birds in that they grow fast and are generally quick on the battle field, but some members have their own natural defenses.
A male Armorpion
Devil Family: Devils take humanoid forms in many cases, and are among the most intelligent of all monsters. They make both capable warriors and spellcasters, but are difficult to tame and raise.
A male Gate Guardian
Dragon Family: Dragons tend to resemble serpentine beasts, wyrms, or dinosaur-like animals. Of all the known families, scholars agree that Dragons constitute the most powerful and deadly of all monsters. Dragons are capable of fulfilling all sorts of roles, though they are known for their adept mastery of breath attacks and impervious scales. However, they are the hardest of all monsters to both raise and tame.
A female Battlerex
When will the map be out?
Expected Release date
I started working on the map when Robbepop handed over his Monster Master RPG project to me in early December/late November. I've been hard at work since writing all the code and systems for the map, in addition to doing the terrain and drafting the main story line.
Given that I just started learning (V)JASS almost a month ago, and that I'm also a full time student, and that all of the systems/code has to be written from scratch, I anticipate a testable and playable beta will not be released at latest by the end of February 2014. Optimistically the soonest would be the end of January 2014.
Promotional codes for Monster Master RPG
Promotional codes
When the release of this map approaches, I will be giving out promotional codes for Robbepop's Monster Master RPG to celebrate the new map. These codes will allow you to start a new character with a random level 1 ???-monster. Do not ask for any codes until I announce that I am giving them out. I will update this page when that happens.
How can I get involved?
Helping out
I'm open to all sorts of suggestions and comments. If you've got an idea for a mechanic or feature to add to the map, feel free to discuss it here or on the Monster Master RPG page.
Right now I am also looking for a terrainer. If you're good at it and would be interested send me a PM or post here.
Credits
Credits
I would like to of course give a special thanks to Robbepop for both making his wonderful map Monster Master RPG and giving me the motivation to get started on this project by passing his over to me, along with the unprotected map to work alongside of. Without any of that I would have never gotten started.
I'd also like to thank the hiveworkshop community for being very helpful in answering questions about the editor, JASS, and just about anything to do with mapmaking.
There are more thanks to be given to specific names as well (models, in depth help, etc.); I'll put these up near the actual beta release.
Credits to these wonderful people for the models used:
Battlerex / Gnaraya: Callahan
Armorpion / ArchnathidMachine: CreatorD3292
Contact
Contact
Contact me here by PM or posting in either this thread or Robbepop's Monster Master RPG. I am also available over email at [email protected] (please no spam).
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