Hi all!
I'd like to share my project I've been working on for the last couple of weeks or so. (Started on the 22nd May, 2014). It's a small flash game aiming to recreate the original game as close as possible in terms of look and feel. It looks like there have been other members working on similar things throughout the years, and this project of mine has already been through several iterations itself. You can find some previous screenshots here (Spanning 2006-2011): http://imgur.com/a/AYP2L (The main topic for the previous versions is on Golden Sunrise if you want to check it out!)
The main focus of the game is competitive Multiplayer, so you'll be able to socialise and battle other players in real time.
Currently I have a small tech demo demonstrating a basic battle system right now. (The only commands that work currently are Attack and Psynergy) You can check it out here: https://db.tt/R4Jfs9wQ. Controls are:
Z = A Button
X = B Button
A = L Button
S = R Button
Arrow Keys = D-Pad
There will be regular updates as this is a fresh project. I have programmed multiplayer games before (including a prior version of Adept Battle Arena), but I have not done networking in Flash, so it will be somewhat of a challenge.
Now, onto the scope / features / goals:
The main goal of this project is to create an authentic looking Golden Sun Battle system that you can battle other parties (controlled by other players) in real time.
On balance / perceived balanced issues: There will be some formulas and mechanics that may need to be re-balanced to make multiplayer more fun and encourage new strategies that weren't possible in the original games. Constructive feedback and theorycrafting on balance issues are welcome, but some things may be set in stone and/or may be difficult to judge until people actually try them out.
Now, the main proposed differences between the original games and my project and the reasoning behind them. Nothing is set in stone just yet. (Feedback is welcome )
- No summons in PvP Reason: Programming time constraints (difficult to program), unsure of the effectiveness of summon rushing - I want to discourage this.
- Djinn will be given a yet-to-be-determined recharge timer on use Reason: They will set back automatically. You will lose the passive bonus but not the class bonus while they are recharging.
- You can have more than one of each character Reason: To encourage unique team set ups. Want 4 Jupiter adepts? Go for it!
- 2 turns per round: Reason: To make the defend option more attractive and encourage more strategies. In the original game, Defend is pretty lackluster. Should also result in quicker battles.
- Remove the cap of 200 on Elemental Power, new caster items will boost Elemental Power : Reason: To make spell casting more powerful and a viable option to build a team around.
- Overall, health will probably be increased Reason: Avoid people getting one shot from the proposed changes.
- Items will be available, on an X-used per battle basis Reason: Consumables should be a viable, limited PP-less way of dealing damage or healing, but they will have a set number of uses per battle to prevent spamming. Example: You can buy a herb pouch from the shop. 5 Uses, recharges after each battle.
- There will be no reviving in PvP battles. Reason: To prevent battles from going on for a long time.
- Certain healing spells will be nerfed Reason: Their PP to Healing ratio is too damn high!
- No genderlocked Classes, Adepts will have standardized statistics for each Element Reason: Equality for everyone. You will be able to make a Fire Adept a Guard or Flame User, regardless of gender.
There will be a PvP Leaderboard of course. For awesome bragging rights. Who can make the most awesome party? ^^
So, that's all I can think of for now. There will probably be other things and issues that crop up along the way, but it'll be a fun journey! Again, the main focus is a balanced, fun multiplayer battle game, trying to stay close to the original games, but with modifications done as necessary. But ideally, I want there to be social aspects, perhaps PvE battles against cool and unique bosses (To earn Gold, Djinn and Items), or just play some minigames with your fellow Adepts to blow off some steam. Customized overworld sprites and portraits will be ideal as well, so you can be unique. Check out the demo if you haven't already!
How can you help?
If you're talented in Sprite Ripping, let me know. I could always use a hand (particulary when it comes to Psynergy effects!)
If you're good with math, feel free to provide some constructive and well thought out balance feedback and concerns.
If you're good with Programming, let me know and we can talk some C++ (I can't do assembly). XD
Otherwise, play and enjoy the game, and report bugs and provide feedback!
Thank you for reading and let me know what you think!
I'd like to share my project I've been working on for the last couple of weeks or so. (Started on the 22nd May, 2014). It's a small flash game aiming to recreate the original game as close as possible in terms of look and feel. It looks like there have been other members working on similar things throughout the years, and this project of mine has already been through several iterations itself. You can find some previous screenshots here (Spanning 2006-2011): http://imgur.com/a/AYP2L (The main topic for the previous versions is on Golden Sunrise if you want to check it out!)
The main focus of the game is competitive Multiplayer, so you'll be able to socialise and battle other players in real time.
Currently I have a small tech demo demonstrating a basic battle system right now. (The only commands that work currently are Attack and Psynergy) You can check it out here: https://db.tt/R4Jfs9wQ. Controls are:
Z = A Button
X = B Button
A = L Button
S = R Button
Arrow Keys = D-Pad
There will be regular updates as this is a fresh project. I have programmed multiplayer games before (including a prior version of Adept Battle Arena), but I have not done networking in Flash, so it will be somewhat of a challenge.
Now, onto the scope / features / goals:
The main goal of this project is to create an authentic looking Golden Sun Battle system that you can battle other parties (controlled by other players) in real time.
On balance / perceived balanced issues: There will be some formulas and mechanics that may need to be re-balanced to make multiplayer more fun and encourage new strategies that weren't possible in the original games. Constructive feedback and theorycrafting on balance issues are welcome, but some things may be set in stone and/or may be difficult to judge until people actually try them out.
Now, the main proposed differences between the original games and my project and the reasoning behind them. Nothing is set in stone just yet. (Feedback is welcome )
- No summons in PvP Reason: Programming time constraints (difficult to program), unsure of the effectiveness of summon rushing - I want to discourage this.
- Djinn will be given a yet-to-be-determined recharge timer on use Reason: They will set back automatically. You will lose the passive bonus but not the class bonus while they are recharging.
- You can have more than one of each character Reason: To encourage unique team set ups. Want 4 Jupiter adepts? Go for it!
- 2 turns per round: Reason: To make the defend option more attractive and encourage more strategies. In the original game, Defend is pretty lackluster. Should also result in quicker battles.
- Remove the cap of 200 on Elemental Power, new caster items will boost Elemental Power : Reason: To make spell casting more powerful and a viable option to build a team around.
- Overall, health will probably be increased Reason: Avoid people getting one shot from the proposed changes.
- Items will be available, on an X-used per battle basis Reason: Consumables should be a viable, limited PP-less way of dealing damage or healing, but they will have a set number of uses per battle to prevent spamming. Example: You can buy a herb pouch from the shop. 5 Uses, recharges after each battle.
- There will be no reviving in PvP battles. Reason: To prevent battles from going on for a long time.
- Certain healing spells will be nerfed Reason: Their PP to Healing ratio is too damn high!
- No genderlocked Classes, Adepts will have standardized statistics for each Element Reason: Equality for everyone. You will be able to make a Fire Adept a Guard or Flame User, regardless of gender.
There will be a PvP Leaderboard of course. For awesome bragging rights. Who can make the most awesome party? ^^
So, that's all I can think of for now. There will probably be other things and issues that crop up along the way, but it'll be a fun journey! Again, the main focus is a balanced, fun multiplayer battle game, trying to stay close to the original games, but with modifications done as necessary. But ideally, I want there to be social aspects, perhaps PvE battles against cool and unique bosses (To earn Gold, Djinn and Items), or just play some minigames with your fellow Adepts to blow off some steam. Customized overworld sprites and portraits will be ideal as well, so you can be unique. Check out the demo if you haven't already!
How can you help?
If you're talented in Sprite Ripping, let me know. I could always use a hand (particulary when it comes to Psynergy effects!)
If you're good with math, feel free to provide some constructive and well thought out balance feedback and concerns.
If you're good with Programming, let me know and we can talk some C++ (I can't do assembly). XD
Otherwise, play and enjoy the game, and report bugs and provide feedback!
Thank you for reading and let me know what you think!