I would like to see more monster-training RPGs, not necessarily like Pokemon. We have Dragon Quest Monsters with only few similarities, and Telefang with more similarities. I'm actually planning on making a monster-training RPG, but I'm not very skilled in graphics, so I try to learn OpenGL. I've already made sprites for monsters as well as hand-drawn ones. The game will also have a traditional roleplay version, the kind you play with dice.
The rule system is different from Pokemon. You don't get monsters the way you do Pokemon. I think it's actually more difficult to get a monster, but on the other hand you can never miss them like you can a Pokemon; you always have a chance of meeting them again until you catch them.
The party has no limit. Now, we might think this is bad, because if you can send out a new monster every time one is knocked out you would be too powerful. However, your Trainer has health just as your monsters, and whenever a monster dies, the Trainer will lose health equal to the monster's health.
There are no HMs in the game, instead you learn skills you can only use outside battle. So, you can learn a skill to walk better through a forest. When you encounter a bush in your way, you cannot pass, but when you've learnt this skill, you can walk over it. The same goes for rocks. If you've learnt the mountain skill, you can climb over them. You don't have to send out a monster or anything, so it is very efficient.
There are 7 different colours to categorise monsters. Instead of using Types, there are colours just like in Magic the Gathering. They could be compared to Pokemon Types though. Red is fire, metal, ground and rock for instance. Yellow is electricity and wind. Blue is ice and water.
There is some kind of evolution in the game. I made the first four monsters before I knew about Pokemon, although they were for a manga, not a monster-training RPG, considering that I had never played a monster-training RPG before Pokemon. These four monsters belonged to a family, but I'm not sure how it worked; probably I had no rules for it (because it was a manga, not a game). It was similar to the races in The Legend of Zelda, like Gorons, Zora and Kokiri. I played Ocarina of Time back then, so my monsters were inspired by Zelda. When I learnt about Pokemon, I used the same rules of evolution, applied to my families of monsters.
Techniques are learnt in a similar way as in Dragon Quest Monsters. There are different groups of techniques, and if a monster has a certain tech group it can learn techs from that group. But in DQM you have the skill groups at the beginning. In my game they are learnt at certain levels. I don't have anything corresponding to skill points yet (in DQM, skill points determine when you can learn a skill). There will be a possibility of choosing from more than one skill/tech when you have the right "skill points", so it won't be linear as in DQM. Therefore, the tech groups need to be divided into different levels, so that you cannot pick the strongest first.
I will work on the rules and when I've learnt some graphic programming, I may start on the game. Probably I will make some simpler games first. I have some friends who need help with an RPG, so I can probably learn a lot by helping them. Even if my monster-training RPG never becomes an electronic game, I'm sure to make a traditional RPG of it. I've also tried to make a card game, but I must finish the RPG version first, because the card game will probably be simpler.
About the monster design, some monsters remind of Zelda or Pokemon. There is a walking bush for instance, which looks like a monster in Zelda OoC, except it doesn't spit nuts at you. There are some names of monsters that exist in Pokemon, but this is mostly coincidence. They are often common names like
Blacky. I try to divide the monsters for different games or expansions, otherwise they would be too many and too disorganised. The monsters in the different games/expansions usually differ in some way, like the first 200 looking more simple and the last ones looking more detailed. But they will belong to different stories as well.
The story of the game is similar to the one I had on a forum RPG long ago. There is a real world and a house, and in the house you can go into a dream world divided into different worlds, fantasy, sci-fi, post-apocalypse etc. That was my solution to maintaining all the different worlds. In my monster-training RPG I won't cram together all those worlds at once, but probably stick to one real world and one dream world and then add a new world in the next version.
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