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Mdotexe - Monster Battle Game

Blogs > pzea469
Post a Reply
pzea469
Profile Blog Joined September 2008
United States1520 Posts
Last Edited: 2015-11-09 10:21:57
October 23 2015 07:44 GMT
#1
Just wanted to share a game I've been working on in my free time.

Mdotexe is a real-time monster battle game that i'm developing in the Unreal Engine 4. You play as a trainer that gives your monster commands in battle. The game is still in early development, nothing here is final.

You can follow the progress here: www.mdotexe.com/



Kill the Deathball
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2015-10-23 11:22:49
October 23 2015 11:20 GMT
#2
wow nice! Is the battle system basically like a more complicated version of RPS? Or is it like Pokemon?

3:23 Haymaker LOL
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
pzea469
Profile Blog Joined September 2008
United States1520 Posts
October 23 2015 12:32 GMT
#3
wow nice! Is the battle system basically like a more complicated version of RPS? Or is it like Pokemon?


Glad you enjoyed it!

I tried to make the battle system mimic the Pokemon battles in the TV show, but it's nothing like the Pokemon games. The battle system is real-time so it's not RPS. As the trainer, when I give my monster a command, the command is immediately displayed to both players via text. Then after a very short delay, the monster begins to execute your command. So good players will react to the commands the enemy trainer gives before even seeing the enemy monster begin to execute them.

Every ability has a different amount of mana or stamina that it consumes, damage that it does, and time that it takes to execute. So some parts could be viewed as RPS, in that slow executing moves get interrupted/countered by faster moves, but there are many more factors. For example, you can counter Fireball with Haymaker pretty reliably from close range. From far range, Fireball counters Haymaker reliably. Of course, all this goes out the window if you don't react fast enough or if you play too defensively.
Kill the Deathball
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2015-10-23 22:21:11
October 23 2015 22:19 GMT
#4
On October 23 2015 21:32 pzea469 wrote:
Show nested quote +
wow nice! Is the battle system basically like a more complicated version of RPS? Or is it like Pokemon?


Glad you enjoyed it!

I tried to make the battle system mimic the Pokemon battles in the TV show, but it's nothing like the Pokemon games. The battle system is real-time so it's not RPS. As the trainer, when I give my monster a command, the command is immediately displayed to both players via text. Then after a very short delay, the monster begins to execute your command. So good players will react to the commands the enemy trainer gives before even seeing the enemy monster begin to execute them.

Every ability has a different amount of mana or stamina that it consumes, damage that it does, and time that it takes to execute. So some parts could be viewed as RPS, in that slow executing moves get interrupted/countered by faster moves, but there are many more factors. For example, you can counter Fireball with Haymaker pretty reliably from close range. From far range, Fireball counters Haymaker reliably. Of course, all this goes out the window if you don't react fast enough or if you play too defensively.


ok, this makes it way more interesting that I had thought it was from the video.

Now I think it's more like street fighter than rps or pokemon

all the best!
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
pzea469
Profile Blog Joined September 2008
United States1520 Posts
November 09 2015 09:43 GMT
#5
Made a trailer to show the current state of the game

https://youtu.be/epJPmsiut_A
Kill the Deathball
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