Avatar of Mangrale

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Recent Statuses

8 days ago
Current The only thing I love more than the protracted development of passion projects, is NOT getting other people's money involved.
1 like
21 days ago
Oh Bulbapedia, why must you be this way?
2 mos ago
Despite what Joker 2 would have you believe, the REAL Joker works for Nintendo. Check mate, Batman!
1 like
3 mos ago
Okay but like seriously though, let's not tell Nintendo about this... About what, you ask? Exactly!
3 mos ago
"We hear your enthusiasm for exciting survival experiences, and we're proud to announce even more realistic dino-survival sandbox sims." - Game Devs, apparently
1 like

Bio

Welcome


WIP

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Greetings visitor! I hope you're having a good day! Whether you've seen me around the guild or not, I should admit that it's only been within year-6 of my time on this site that I've bothered to start work on this here "bio". I feel like I should apologize for not making it a higher priority much sooner, but lately I've adopted that "better late than never" mindset when it comes to introductions, and besides, I doubt there was much to tell in my early years anyway. I'm pretty much an amateur writer who got my start as a minor tag-along player in a fandom AU campaign ran by a small, close-nit remnant of a community formerly in association with a notable strategy-gaming youtuber. I'm being vague for brevity's sake. In the end, I value my first exposure to roleplaying as a personal learning experience more than anything, as I'm definitely the kind of person that sequesters themselves in any given community they find themselves in and RPG is certainly no exception.

That pretty much explains what I've been up to for the last several or so years, with only occasional public posts from me, as private 1x1 roleplays are easily where the lion's share of my attention goes to. Details regarding my particular interests and even approach as a prospective partner can be found in the interest check I update very rarely, but if you'd like to have a link to it or want to work with me in a similar capacity, then PMs are the best way to reach me. As for what you can expect in very broad terms, I'll say that I'm a 90s kid who'd grown up on Nintendo and Cartoon Network where, thanks to Toonami, I've developed an appreciation for the Japanese style of animation, a style that commonly influences my own creative endeavors to this day. That is in no way to say that I'm an avid watcher of anime and the like (I have my tastes and while that does sometimes coincide with what's current, it usually doesn't), just that I gravitate toward the ludicrous, extraordinary concepts and settings they commonly facilitate. That style aligns with what excites me creatively. That's the long and short of it. Exceptions do exist of course.
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Most Recent Posts

Hey guys! With life sorta settling down for a bit, I wanted to get some small updates to mechanics out of the way before I get on to recording the comprehensive (hopefully) guide for dungeons. Depending on how "involved" these somewhat related features are, additional guides of sorts may also be in order, but I'll decide on that later.

Times of Day
This is an inevitable consideration if I really want to make everything feel a bit more like a simulation, if that's the best way to put it. We've already taken a major step in that direction with the calendar, and I intend for any given day to be further divided, though I may be a tad iffy on exactly how to go about it. The simple answer would be the straight up clock (hours:minutes) approach.

But I feel like just a general division into phases might do the trick instead. I'm referring to "Morning - Afternoon - Evening - Night", with further specifics like "Early, Mid, and Late" to encompass all parts of the day. This will surely keep it simple for all of us, especially when it comes to our post headers. And all 12 subdivisions at 2 hours each still add up to a 24 hour day anyway. With that, it becomes a matter of determining how long certain actions take, some likely to be preset by me while players can have a say on others.

Food and Hunger
This connects with that "resource management" thing I mentioned in that earlier dungeon update. As early as the classic food items, I knew hunger was going to factor in when traversing a dungeon; it was the "how exactly" that I left on the table until now. And when it comes down to it, "hunger checks" for every party member after a predictable number of turns feels like the way to go, the working number I have in mind for now being 10. By moving a space on the map or completing a round of combat, a turn will have passed, and after 10, all members will have to either eat food or be marked down to a lower status condition, with "starving" being the lowest you can go before overall health is affected.

Now where things get really experimental is that I also want hunger to continue being a thing outside of dungeons too. It may be just a matter of setting the "hunger checks" at the right times, likely in the morning, afternoon, and evening. Food will be a resource, and every pokémon (PCs or otherwise) will need enough food to make it through the day smoothly.


That all might be a decent summary of it all for now. This all started as an idea for a PMD game that makes the player into the guildmaster or town mayor, a town/guild management layer that ties it all together. At this point, I reckon this project may be destined for the tabletop section out of all of them once development wraps up, certainly a first for me if no one else. Anyway, thanks again for catching this update. I'm sure you're reading this out of simple curiosity by this point, but I appreciate it nonetheless. I'll push myself to get the next update, likely the dungeon guide, out sooner than this one. See you next time.
Hello! First off, not dead. Secondly, I'm back after a while to post my progress after what time I had to work with. There was some finagling here and there over how a dungeon's details should be laid out, especially considering how certain elements like the number of loot items and enemies can vary significantly over the course of the campaign. Now of course, I've never made anything like this before, but I believe I have something approaching a functional template, which I arrived at by piecing together what significant bits came to mind for that first lowest rank dungeon, and then stripping it all out, leaving just the formatting behind. Have a look!



I thought about showing you all the full version for the first dungeon, but I kinda thought to keep it a secret for just a little longer. In it, I've taken to using plenty of abbreviated text for the finer details. Perhaps more annoying still, I very much intend to see all tables forcibly extended horizontally for accommodate everything included in later dungeons. The online references (bulbiedia and such) I used had additional things recorded, but I hope I've zeroed in on the most relevant. There may be changes in the future.

And of course, since I imagine an eyebrow or two has been raised because of the last of that checklist, I'll say that it's by no means a new concept when it comes to dungeon crawling, but I liked the idea enough to feature it in the future, with a decent idea of how to implement it. It isn't that I'm looking to push players to go through dungeons faster, merely that I like the tension that it brings. Needless to say, this info is for the DM's eyes only, you understand. Anyway, that'll be all for now. Sorry again for the delay. Till next time.
Welcome back. This latest tangential game feature of mine hasn't been the most engaging to build unsurprisingly, but it's no less necessary for the kind of experience I'm aiming for. A PC's Level/EXP and Team Ranking would preferably be less so an allowance from the GM, and more so an attainable reward rooted in player decisions, from delving into dungeons to choosing what quests to take on, for the sake of a rewarding sense of progression. That's the idea anyway. But make no mistake, I have no real idea what I'm doing. The Explorers games have given me a clear framework along with its Team and Mission Difficulty Rankings. But what I have in store might only be a crude attempt at imitating its inner workings. But let's give it a go anyway!

Player Leveling & EXP
Very quickly I found that EXP "by the enemy" was out of the question, mostly because of how annoying it would be to tally. Instead I scaled everything back to make it as manageable and simple as possible. Have I gone too far in that direction? Probably. Yet it's the process of trial and error (me learning things the hard way) that appeals to me so much. Anyway, here's the plan.
  • Current level determines the EXP required to level up (lvl 1 needs 1 EXP, lvl 2 needs 2 EXP and so on)
  • EXP is earned by each PC through certain actions (especially completing dungeon runs)
  • Every dungeon will be assigned to a Team Rank, which will determine the amount of EXP received upon a successful run
    (Example: Normal Rank = 1 EXP, Bronze Rank = 2 EXP, etc.)

Team Ranking & Mission Difficulty
Naturally, my first instinct is to run with all the unique Team Ranks (Normal to Guildmaster) and the Mission Difficulty Rankings (E to ★9) from the Explorers games. They aren't in contention, but everything else I got is pretty up in the air. See for yourself.
  • A range of levels is recommended under each Team Ranking, for where members ought to be at that point
    (Example: Normal Rank = Levels 1 - 10, Bronze Rank = Levels 11 - 20, etc.)
  • Team Ranking also determines what Mission Difficulty Ranks will be available to choose from among jobs
    (Example: Normal Rank = E - D, Bronze = D - B)(As of now)
  • The amount of Rank Points (RP) a team earns is based on mission difficulty
    (Example: D.Rank E = 1 RP, D.Rank D = 2 RP, etc.)

That's where my mind is right now. As you can imagine, the exact total amount of RP a team needs to reach the next rank cannot be set in stone for now. The Explorers games seemed to have always set Bronze Rank with 100 pts, but I might only follow suit as a tentative mark as I see how quickly players progress towards it within that first in-game year. I'm sure I've made mistakes somewhere in here, but regardless, some of it will be ironed out with testing. Anyway, I'll be back eventually with more on dungeons sometime later. Take care until then.
Hello again. This one might be a little shorter because, while I am indeed piecing together what I want for the first dungeon, I wanted to take a bit of time to consider (aloud) one aspect of dungeon classification and by extension player progression. If anything, it'll help me have a clearer grasp on what my options are.

In the Explorers games, Exploration Ranks are (unless I'm missing something) milestones attributed to the PC and their partner as they progress through their adventures, signifying their level of experience as explorers. Could be wrong but, to my knowledge, nowhere else is ranking mentioned in the games than when it is applied to the player's team. I don't believe it's revealed what the other guildmembers' ranks are. And there certainly isn't some manner of ranking for the Wigglytuff Guild itself, because it's very much the only one in the story.

If I'm on the mark thus far, then you can probably see where I'm going with this. As this project is shaping up as of now, ranks may have to carry more weight. There will be at least one adventuring team made up completely of PCs at the start of the story, with its own name and ranking ("Normal" to begin with). That ranking will be tied (either directly or indirectly) to the members' literal levels and the levels of any new PCs that may join that team down the road. The team's rank will also determine what dungeons and jobs will be open to them.

Will that wind up with us tracking team rank points throughout the story? Possibly. It might not be that hard to do, but I suppose a good method to fall back on could be to tie rank progression to certain checkpoints in the story. Other teams might come into play too though, either of PCs if interest grows to support it, or even side characters as the outpost itself grows in size. I'll be taking a look at the ranking/points scale that EoS used and coming up with a path forward. Thanks for listening to me talk aloud here. I'll be back soonish.
Alrighty! Time for the follow up for Dungeons. If you'll remember, I might have mentioned how I'd want the door to stay open for players to incrementally add to the world beyond just their own characters and associated structures/businesses at base camp. That would include dungeons along with all the statistics involved. That's what's been at the back of my mind while deciding how to proceed. No guarantee that anyone will want to go that far in the end, but it shouldn't hurt to explain everything anyway.

Below, you will once again find the Dungeon Sample, but this time I went ahead and filled in all of its discoverable spaces, right down to the room space containing the "stairs", the exit of the floor. Before I go further, I'll say that I'm debating the highest number of rows that future dungeons can ever have to potentially work with. Ten rows for a 10x10 grid sounded cool and all, but I quickly felt that such a size might be too cumbersome to deal with, so expect the largest of maps to be half that size at most. Besides that, the aforementioned dungeon floor space limits should prevent absolute clusters like this (at least in the early stages)

  • Active Cells (Highlighted Spaces) are for rooms where the player party is located.
  • Black Full Blocks just mean a completely unknown and/or (currently) unreachable part of the map
  • █ White Full Blocks refer to open spaces, and one or more blocks alongside each other make an open room.
  • ╬ Box Drawing Characters (Double Lines) are for pathways and corridors within a dungeon
  • Gray Full Blocks are also unknown parts of the map, but ones reachable by players from adjacent spaces
  • Orange Full Blocks are like gray spaces but can only be entered when certain requirements are met (i.e. locked doors and obstacles)
  • Red Full Blocks signify room spaces where the stairs of the current floor will be found




It became apparent very early on that I really can't stuff everything there is to know about each of a dungeon's spaces into their respective marker's abbreviated text. Now, I'm still going to use abbreviated text (because I have a problem), but once players reach a new space, there will also be additional information under the dungeon table itself. While the abbr. text on the space might wind up being some flavorful details about what the PC party observes about the space, the info below the table may include such things as environmental features, traps (typically series classics of the hidden sort), money/items in various levels of accessibility, and of course hostile pokémon endemic to the dungeon itself. There are more possibilities of course, and as mentioned, I'm eyeing simple online RNGs for certain probabilities.

Hopefully you got a clear enough idea of what I'm aiming for with dungeons. Tis only the lack of stat tracking and dice rolls that's keeping this project from the tabletop section at this point. Anyway, with little in the way of major hurdles jumping out at me in this conceptual stage, I'm just about ready to dip my toes into the next stage for dungeons: setting up the first lowest level dungeon that players will know of at the start of the RP. After something of a final judgement call on everything that'll go into a dungeon, even a very early one, I should feel confident in setting up templates, both for what to explain going into a dungeon and what to keep track of while delving through one. I'll get to work on it soon, so I wish you all the best until next time. See you later.
@Srpv
Hello there. Yeah I believe you got it. Pokémon Mystery Dungeon is very much mystery dungeon RPGs where you play as the pokémon themselves. People who know the game series will remember a special quirk reserved for certain characters, but I believe that out of all the RPs that I've seen people do before, everyone is a pokémon plain and simple, and there are no humans. I'm adding some extra things to my game, but at its heart it'll still pretty much be a fantasy adventure sandbox but with pokémon instead of people. It's still a WIP for now, but I've made definite progress.

Your spearow will likely fit in just fine. The character sheet template will be revealed in the future so keep an eye out if you want.
Hey guys! I've come back with the beginnings of what may be the RP's biggest feature: Dungeons. Some may already be known by the time the story begins, others (or most) will have to be discovered over time. But the way dungeons will be implemented was rather up in the air for a while, and it essentially has a major bearing on the game as a whole. So naturally I'm starting with an off-kilter option to see how that goes for a while. You see, the bare minimum might be something like just written descriptions whereas the most experienced GMs might look to using their online dungeon-generator of choice. But me, I'm currently leaning towards the poor-man's dungeon map, finagling tables once more, but this time into a simple square grid formation. Keep in mind that some of this might be subject to change.

Below you'll find a sample for 10 columns and 3 rows, representing 1 floor of a dungeon. Number of floors and even the total spaces a floor can have will vary from dungeon to dungeon.
  • Active Cells (Highlighted Spaces) are for rooms where the player party is located. Can the party split up in a dungeon? Not sure. Should they? Probably not. But we'll cross that bridge later.
  • Black Full Blocks just mean a completely unknown and (currently) unreachable part of the map
  • █ White Full Blocks refer to open spaces, and one or more blocks alongside each other make an open room.
  • ╬ Box Drawing Characters (Double Lines) are for pathways and corridors within a dungeon
  • Gray Full Blocks are also unknown parts of the map, but ones reachable by players from adjacent spaces




I hope this setup is easy to read, even if it isn't particularly pretty to look at. It's the best I could come up with at this point, and I believe that, in this way, I can incorporate some of the additional features we've come to love about PMD's dungeon crawling. Course for now, I'm not fixing to make combat overly stat based, perhaps only things like equipment, level, typing and moves factoring into a player's own storytelling. What harder rules I do have in mind center around things like resource management and (maybe) a light use of RNG tables.

I'll of course explain more in future updates. TTRPGs were never my scene, and I'm sure it shows. But even if there was a guarantee that I'd pull this off flawlessly, I feel like there might be some level of disappointment towards this direction. Doors are bound to close with decisions like this. Regardless, all I can say is that I'll try my best to make it work, till the very end or until something I hadn't accounted for makes me reexamine what I want from the RP (it's been known to happen). Anyway, I wish you all the best until I come back. Take care.
Hello everyone! Progress has been made, just slower than I'd like. The first order of business is the four special events I mentioned in connection with the Master Star Festival. I wanted something interesting to punctuate the start of each season, though not anything as major as an elaborate celebration. They will be added to the final calendar for sure, but I thought I'd post them here as well so you can know mostly what to expect. I have plans for them in the future, but more has to be done first.



In other news, I'm considering having images hosted on site, especially considering that I'll be pushing for artwork on my end when it comes to side characters. That said, I'm thinking I'll add individual sprites to the folder only after I've introduced them for the RP (I'm too paranoid when it comes to spoilers). Ivytortle is there already and more will come in time.

The "Complete Calendar Display" sub-hider section has been added to the "In-Game Calendar" hider, describing as clearly as I can what to expect from the RP's "Wandering Star Calendar", it's makeup and how it works. It's mostly what I already mentioned, but it'll be a reference for when anyone needs it.

It might soon be time for me to tackle one of the biggest aspects of a mystery dungeon game. I have an idea brewing on how I can do it, but like you'd expect it's rather foolhardy and needlessly complicated. Wish me luck anyway! Take care until then.
Hello again everyone. Some more work was done on the calendar. I did replace the old version but then I immediately decided to post the WIP here anyway. Like I mentioned, every number has been colored to align to their respective season. It does look a bit unsightly that three of the seasonal transitions occur in the middle of months, but ultimately the best I could manage might be to try and make it as easy to read as I can.



I'd like to have special events occur at the start of seasons, but now I'm not sure if they'll be festivals like what I have for New Year's Day (each calendar icon will have abbrev. text to them), though they'll at least be related thematically. At any rate, I'll get to deciding for the four of them next. Now to make up for the shame of using emojis, I wanted to fiddle with some well made sprites for my own devices. Here's an empty bottle , and here's a potion , for a craftable basis for unique strategies. That's all I have to present for now. See you next time.
@RoadkilBanana
Hello there. Thanks for the interest. This bloated vanity project of mine is still trudging along towards a ready state where everything I have will be listed out and updated. For now though, I can point you to the two main posts having to do with fusion. As part of the hard mechanics, check out the last section of the first post under "Fusion Basics". It's based off of the fan-game Infinite Fusion, if you ever heard of that one. The section might be due for a little update soon, but generally that's what it'll look like.

And for what initiates fusions in the RP, check out this post having to do with a certain class of special items in the game called Coalescite. I hope that helped a little. Basically you can either make a fusion who acts just like any other pokémon (and stays like that permanently), or your pokémon can become part of a fusion later that's literally a two in one (with the help of said special items). I like to think that presents a good deal of freedom for what kind of character you might want to make. Let me know if you have any other questions.

(P.S. - Items like those crystals have additional descriptive text to each of them once you move your mouse cursor over them. Sorry if you already knew that. Just wanted to be sure.)
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