Overview
MONSTER CATCHERS is a 2D RPG game that will have players interacting with a world called Nerala. Nerala is filled with monsters that the player will need to decide whether to battle or capture for research. MONSTER CATCHERS will have a similar visual and playable aesthetic as a Pokemon game. The design is inspired by pixel art of the 90s to early 2000s to limit artwork. MONSTER CATCHERS will be attempted to be adapted for mobile development however Mac and PC systems will be utilised just in case. The game will be developed, designed and programmed using inspiration from other game designers.
Motivation
The game is purely motivated by self-interest and for keeping skills sharp. Admittedly the game doesn’t fill any ultimate purpose or need to a requirement, it is more about the fun and entertainment element of IT. Games are all designed to be a stress release or form of entertainment, and personally I have always loved Pokemon games. By designing this project idea it would fulfill the need to entertain without re-inventing too many wheels. A more prominent motivation would be that I strive to be a programmer and ideally one that designs games therefore this project is a good starting base to keep developing the skills I already possess.
Description
As the player you begin by choosing your avatar ready to set foot in the world of Nerala and all the lovely creatures it is composed of. Customisation is limited as either picking male or female. Once you have established your avatar and you enter the game, you will be prompted with a custom name creator so that you can personalize your character. After which a survey with multiple question paths and multiple choice answers will be filled out by you to determine your personality trait that will align with your first monster. The traits that you can have are (but not limited to): SHY, CALM, RELAXED, BRAVE, HARDY, SERIOUS and NAUGHTY.
The game will commence with your avatar, who is the protagonist that will decide the fate of the monsters on Nerala. You begin in the research facility on Nerala where a scientist will hand you your first monster based on the personality trait designated however don’t fear if you are not satisfied with the choice you may have the option to change the monster to any of the other ones at the end of the first act (tutorial session).
You will run through a series of tutorials to get you acclimated to the way things are in Nerala from: battling or capturing monsters, leveling your party and getting them stronger to take on boss monsters. From there you will return back to the laboratory to finalise all your customisation and starting monster choice. Once you have decided, there will be no turning back so choose wisely!
You will continue to battle and/or capture monsters within the environments of Nerala or alternatively there will be an attempt at developing some networking option so that you can socialise with other players and help them out with their collection book.
Monsters will be based on a level and typing system, the more you interact with the world the more types you will be introduced to and the higher the level they will go. As a budding researcher who will ultimately explore all the ecosystems of Nerala, it is wise to ensure your team of monsters (which is limited to 4 at any given time) is levelled appropriately and prepared for any ecosystem. The ecosystems will each have their own boss monster governing it which will require a little more effort to defeat than the regular ones you are able to capture. Once cleared the next ecosystem will be available for you to move into and explore.
Your ultimate goal is to complete all the ecosystems and research all monsters in an attempt to finish your collection book.
Tools and technologies
The game is mostly software dependent and some hardware will be utilised for specific tasks. The following tools and technologies are listed according to their use in the development stages:
- Software - Unity - this is the main game development tool. Unity will ultimately host, design and render the final game to be played.
- Software - Photoshop and/or Pixaki - this is an art design tool. Either of those tools or a combination of both will be used to draw the 2D pixel art assets and render them for use in Unity as .png files.
- Hardware - iPad Pro and/or Wacom Intuos Pro - this is the physical drawing technology. Either of those technologies or a combination of both will be used to facilitate the drawing and art design by making it more paperlike and streamline.
- Software - Visual Studio - this is the coding tool. Visual Studio is designed with Unity in mind as it can develop code according to C# and also understands all of Unity’s particular code library commands.
- Software - Pro Tools - this is the sound design tool. Pro Tools will be used to develop all the sound assets from sound design to composition as .wav files.
- Software - GitHub - this is the collaboration or sharing tool. GitHub will be used to host all files that need to be shared and assist in collaborating any designs on the game.
- Software - Discord - this is the online communication tool. Discord will be used to host any communication between the developers and designers of this game as it can do video meetings, calls and chats to maintain contact.
Skills required
- Knowledge of C# programming language which is used in Unity Game Engine.
- Experience working with Unity specific features (Monobehaviours, Physics, UI, Mechanisms).
- Ability to develop story, environment and character design.
- Experience using some code writers like XCode, Notepad++ or Visual Studio.
- Experience with Unity Asset Packages.
- Experience using some form of art design tool like Photoshop.
- Experience using some form of sound design tool like Pro Tools.
- Ability to work with git version control for collaboration and sharing.
- Communications skills and capability to work well with other team members.
- Ability to manage time efficiently and work independently, or cooperatively.
The feasibility of being able to find others with these skills is quite possible. As this is a big development project many people can fill niche roles or this project can also be done independently. The software is all relatively cheap and/or free for students but there are versions of what is required for everyone. The hardware will cost some money but again easy to acquire with the proper cost.
Outcome
It is predicted that upon a successful completion of the project that there will be a well-designed game that is available and playable by anyone who can download it. The development will add skills to those who need more game development experience as well provide something for a portfolio as a means to show what the individual was capable of and achieved on this project. Overall this project will lend itself to the imagination of the people behind it and will provide some form of entertainment in the form of a game that players can get involved in.