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Community => Adventure Related Talk & Chat => Topic started by: Worl Of Monkey Island on Tue 10/08/2010 13:20:01

Title: Monkey İsland RPG Curse of monkey island style
Post by: Worl Of Monkey Island on Tue 10/08/2010 13:20:01
Hello...

I am new to the forums...

I will make the first monkey island game as an rpg using the Curse of monkey island style art(the first ı plaied in the series)

The crew joins us but does nothing with this game they will work with us baldurs gate style, they will earn levels as we do and and we will get new armor and weapons.

We will start the game as in Curse of monkey island when Guybrush writes his diary he will start from the beginning.

Currently ı made a video with Curse of Monkey ısland art and speech from MI4. Guybrush swimming to the shore of melee all wet. saying ı wanna be a pirate.


This game will be rpg and we will start the game from the beginning since the first moneky island game but we can visit all the islands in all 3 monkey island games. All the characters will have skills and there will be alot of fight on land and battles in the sea. Guybrush can wer couple of armours and his look will change ı also made the graphics for them. we can buy weapons for our characters.

Meathook ho has no hands can have upgrades for his hands and even wear voodoo hands that cause magic damage or a sword as an arm.

We can hire a murray like skull as a companion and after casting vodoo magic he can fly and fight behind us.

Carla the swordmaster can use dual swords at a time.

The insult sword fighting will work as magic it will have its own unique results like spells. and if the other person know the other person will be given the chance to reply if correct the attacker will be damaged if wrong the defender will be damaged.

We can hire Mr. Cheese in the game too.

Otis will be a perfect thief and we will need him to steal the wase as he is a thif himself.

We can learn vodoo magic in the game.

I have prepared all and will add everything to make the game as perfect as possible.

After the release of the special eddition ı have got all the speech files for guybrush and ı will use them. I have made all the backgrounds in the Curse of might and agic style.

The shop in the game will have better use, we can buy items and all.

I will add back the missons meathook was supposed to give to join us.

there will be guns and swords and daggers.

we can dual use all the weapons.

Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Chicky on Tue 10/08/2010 14:17:34
Quote from: Worl Of Monkey Island on Tue 10/08/2010 13:20:01

My vision of game will make the MI more rpg and action based as it should always been.


Bugger off.

Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Worl Of Monkey Island on Tue 10/08/2010 14:40:46
What do you say to a curse of monkey island game where you can roam the seas freely and meaninglesly, an open ended game where you can do all you want
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Ryan Timothy B on Tue 10/08/2010 14:45:47
Quote from: Worl Of Monkey Island on Tue 10/08/2010 14:40:46
What do you say to a curse of monkey island game where you can roam the seas freely and meaninglesly, an open ended game where you can do all you want

That would be Pirates of the Caribbean. :P
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Worl Of Monkey Island on Tue 10/08/2010 14:53:02
Nope...

The story will be monkey island 1 with all the islands you can visit.

What makes monkey island is its unique world ı will not change any of these and the special events happening in the game. Every thing ı will add will have a feeling of monkey island inside. Adding in RPG elements will make it have better feeling.
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Snake on Tue 10/08/2010 15:24:29
QuoteAdding in RPG elements will make it have better feeling.
Adding in RPG elements will make it shit.
IMO, of course.

In all seriousness, the idea with the characters being in a seperate rpg style game would be neat to play, if it were humorous (like they should be)... maybe even a wacky fighting game. But the idea of making the first MI game (or any of them) into an RPG makes me nauseous.
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Worl Of Monkey Island on Tue 10/08/2010 15:34:05
We a re a wanna be pirate and we want to become a pirate as we progress but ı would like to see gybrush earning skill and getting stronger.

I would like to see these, ı want to see meathook is better than me but through time we get better. All of these can be applied with a simple RPG system.

I am working on it and have some screenshots made. Think this like the quest for glory series.

It will also add alot of interest to see Otis help you in thievery or Carla fighting with dual swords against skeletons.

I am using the graphics from monkey island 3 to add the theme. Even my inventory items will be that style.

You can visit all the ıslands and eventually get people to join you. They will also earn skills and experience and finally you will be able to see your crew fight with your enemies.
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Anian on Tue 10/08/2010 15:41:09
...wouldn't a level 80 Swashbuckler, with +12 dictionary buff, a bloodthirst cutlass with +10 to strenght and dexteritiy be kind of hard to find funny and silly?
I don't understand why not make a pirate rpg and then throw in a bunch of references?
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Scavenger on Tue 10/08/2010 15:58:56
Wasn't the charm of Monkey Island that you weren't a bloodthirsty pirate and you had to solve your problems through ingenuity and guile rather than beating up pirates and taking the easy way out?

Voodoo was supposed to be really inefficient and dangerous - you don't learn Voodoo spells you can just flick out at the cost of some mana. It's really dark stuff.

Adding RPG elements to Monkey Island would destroy it entirely, since you'd replace all the witty banter and puzzle solving with charging through a world grinding pirates and killing the final boss with 9999 damage. Hardly the pirate experience created by the original. You can't just add RPG elements to things and expect it to be good.

What's next, an FPS version of Broken Sword? It's just not right to have a story butchered by inappropriate game mechanics.
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Ali on Tue 10/08/2010 17:36:40
Quote from: Scavenger on Tue 10/08/2010 15:58:56
What's next, an FPS version of Broken Sword?

Take this Stobbart Stick-Towel, you'll need it to fight clowns.
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Ryan Timothy B on Tue 10/08/2010 19:57:23
I'd rather see you make a pirate rpg with your own story.
There's no sense in trying to build your rpg story around an already existing story which was made for a different gameplay, when you could simply just make your own story and characters.  In my opinion, it would be much better.
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: TerranRich on Tue 10/08/2010 20:37:06
Also, your user name contains a huge typo.
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Blue on Fri 13/08/2010 18:55:19
I think he picked the wrong forum to announce this. ;D

I hope he's joking
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Stupot on Fri 13/08/2010 19:59:22
I'd rather see an RPG game based on these guys (http://hippiekiller.files.wordpress.com/2008/09/troll.jpg).
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: cianty on Fri 13/08/2010 21:48:29
I don't think you'll get any classic adventure fan to enjoy a MI RPG. Not even if it was made by LucasArts themselves.
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Shane 'ProgZmax' Stevens on Sun 15/08/2010 11:00:57
I am a classic adventure fan and I'd greatly enjoy a well-designed monkey island rpg.  It would make a refreshing, and I'd go so far as to say, welcome, change from the stale attempts at 'updating' the genre by replacing verbs and p&c with shitty mouse control (Tales of Monkey Island).
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Gord10 on Sun 15/08/2010 22:35:14
Also, there are no İ and ı letters in English. It's either I or i.

What people likes in original Monkey Island games isn't only its unique world, but also the gameplay itself. You are free to make and release such a RPG as long as copyrights don't trouble you, but then don't be surprised to see people hating your game.
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Lad on Tue 17/08/2010 21:24:15
 When I saw this topic and read this idea, I started to make a mock-up for fun. I imagined this to look like old nes FF games. I have already made a Guybrush.
Here he is!

(http://gickr.com/results4/anim_669d6f85-5e1c-5b34-1de6-7142928769fb.gif) (http://gickr.com)

Right now I'm making the first scene tiles. I do everything with nes restrictions in mind. If I should finish this mock-up I will upload it to Pixeljoint.
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Gilbert on Wed 18/08/2010 02:16:42
Quote from: Lad on Tue 17/08/2010 21:24:15
Right now I'm making the first scene tiles. I do everything with nes restrictions in mind. If I should finish this mock-up I will upload it to Pixeljoint.
Counting the (green) transparency colour the character has 5 colours, which don't fit into the Famicom's sprite format, unless you do sprite overlays (like what they did in Rockman's face).
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Lad on Wed 18/08/2010 10:47:09
Now this is wierd, because now I don't know what is right. Ofcourse if I use only 4 colors I would not make any mistake but when I searched google some ff 3 characters have 4 colors plus transparenty.

Right now I put it all together, because the actual size of nes sprite is 8x8 pixel but the FF and my character is 16x16 sprite that are actually put together of four 8x8 characters. And in each single 8x8 can have 3 colors plus transparenty. Then you can have 4 colors and transparenty for 16x16, because each individual  8x8 sprite have 4 colors but they don't have to have the same colors in each 8x8 sprite.
Hope I made sense!(Now have to look if my sprite is well in that limit)

Sorry for going off topic.
Title: Re: Monkey İsland RPG Curse of monkey island style
Post by: Gilbert on Wed 18/08/2010 11:30:31
Famicom uses 8x8 2bpp tiles/sprites and colour 0 of each pixel is transparent (for sprites; for background tiles it's always shown as the colour 0 of the first background subpalette). Thus each pixel in a sprite can only have 1  transparent colour and 3 solid colours.

You're not always limited to this for your characters and stuff in a game though. As I mentioned you can use overlaying to create more colourful graphics (Rockman is a very good example), at the expense of using more sprites, since the hardware can only display 8 sprites in a row simultaneously. If you break this limit flickering (or stuff disappearing, which is considered bad programming by some) occurs.

In some games, especially RPGs where characters/monsters are static most of the time, stuff are usually drawn as background tiles. In such case people may even put one or two sprites on top of the background to make them more colourful. DQ4 certainly did this (possibly in DQ2 and 3 as well, but not in DQ1). I think FF3 might do this as well as its enemies were mainly backgrounds. (Note that from what I see in Mobygame's screenshots, I'm certain that the player characters have 3 solid colours only, as the background colour is black, which would create the illusion that the characters having an additional black colour for their outlines).

Another usual way of making stuff more colourful, is that say if a character is 16x16 pixels in dimension you can apply different subpalettes to the 4 8x8 (or 8x16 depending on the mode used) sprite cells used, which is what you described in your post (unfortunately due to the stupid design of the PPU subpalettes are assigned to every 16x16 blocks in backgrounds, and that's one reason most Famicom games have maps assembled by distinctive 16x16 blocks).