MonMae 0.7.5 PART 01 - Cutscenes, Questing, Battle Options (and MUCH more!)
Hello MonMae users!! In this update we've started to introduce story elements like cutscenes and questing. These features are currently actively useable for our more adept users out there, you can find a large array of new scripts available in the scripts folder!!
For everyone else, allow me to explain how the "Parts" of this update will go as well as what's in store for the new future of Dokimon and Monmae.
Part 01
Part 1 of this update is here with this devlog, and it brings countless new arts, a huge OST, and an innumerable number of new lines of code that went in to the new scripts and features that will be included in this three part update. A changelog of what's been added so far is included below:
- Cutscene event system with event triggers, setup for custom cutscene scripting, and progressable dialogue integrations
- Questing system that allows (and/or will allow) quest tracking of an unlimited number of quests, and built-in ready to use functions for editing NPCs like: Adding/Removing trainer elements, progressing dialogue, appearing/disappearing dependent on quest progression level, giving items, healing the players team, and more to come
- Battle Options: With this update we have started to add battle options, which includes things like game over screens, and "hardcore game over" which force restarts your game instead of returning you to the last safe zone you visited, 2-4z scale on monster sprites to allow for large monsters, back sprites toggle on/off for battle scene, and will soon include more advanced features
- Launch Options: Currently only implemented visually (or scriptually from the previously existing start_game script), launch options will allow you to bypass certain aspects of your save file (like for example spawning in a unique location one time for testing purposes), or giving yourself monsters or items.
- Mobile controls setup (90% finished, currently usable but needs tweaking). Your player_input script just got a huge upgrad! For users with mobile licensing access, MonMae games should be able to run on iOS and Android devices without much (if any) extra tinkering required in most cases
- Jumpable cliff object (not passable from below or sides, only from the top). Simply place and scale the object to match your tileset!
- ID Card progress which includes monster portraits (displayed based on your current party monsters)
Part 02
Part 2 will be some smaller updates that should be coming sometime this week. We'll be wrapping up some things we've started working on in the past, as well as finishing and refining systems from Part 1. We will also try to provide some more examples of the questing and cutscene systems for players and developers to experience and reference while creating their own quests and scenes.
Part 03
In Part 3 of this update we will be adding (at least to the best of our ability) things like questing, cutscenes, dialogue editing, and as much other things as possible to the visual editor that we can. Once this update is completed, we'll be creating and uploading a good few more tutorial videos for how to work with all the new systems that have been added recently.
Dokimon Demo Coming Soon!!
For those that are in the know, Dokimon is our game that we are working on hand-in-hand with MonMae. It'll be available on itch and Steam, with open-source versions available here on itch^^ This may also be playable on mobile devices some time later this year, for those that wanna see how a MonMae game runs on iPhone and Android systems. Most of the work for this has actually been completely, really the only obstacle that stands in the way is the distribution of the demo.
Some time after Part 02 is out, we'll be taking a short break from MonMae to focus on the Dokimon Demo and Dokimon as a whole. In the past (about 3 months ago) we had decided through Twitter polls and several conversations with the community online to push back the Dokimon release to focus on making MonMae better, which in turn would make Dokimon better as well. Up until now, we've been doing just this, but it's getting to the point where MonMae additions are becoming extremely difficult, and time consuming due to the complexity of recent features and requests. We can't (and certainly do not want to) push Dokimon back any farther than we have up until this point, so when the time is right, either after Part 2 or Part 3 of this update, we will be taking a hard break from MonMae (outside of bug fixes) to completely finish Dokimon, before returning back to MonMae full time.
We do have some plans to possible update Dokimon from it's v1.0.0 release, but no concrete plans have been decided upon at this time. We DO however have solid plans to re-create Nuumonsters from scratch as soon as MonMae is bulky enough to support the big plans we have for Nuumonsters.
The complete list of edited items in this update has been organized by object type and written beloew
- spr_monmae, spr_setup, spr_mobile_buttons, spr_npcs, spr_characters, spr_players, spr_monsters_portraits
- obj_player, par_npc, obj_npc, obj_trainer, obj_character, obj_monmae, obj_monmae, obj_camera, obj_open_pc, obj_cliff, obj_event, obj_button, obj_setup, obj_battle, obj_trigger
- init, saving, dialogue_functions, battle_functions, array_building_functions, player_input, quests, quest_functions, cutscenes, cutscene_functions, start_game, encounter_start
- english_char, english_npc, english_trainer, japanese_npc
Files
Get MonMae: Infinite+
MonMae: Infinite+
Monster Tamer games? Oh yeah, there's an engine for that!
Status | In development |
Category | Tool |
Author | Yana |
Tags | 16x16, Game engine, GameMaker, pokemon, RPG Maker, Top-Down, Turn-based |
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