- [REACHED] $2250- If we can reach this amount then we will commit to an OUYA version. The OUYA version would be released during the 2013 holidays.
- $4000- If we reach this goal we would be able to add more/improve animations to the 125+ moves in the game.
- $6000- If we can get to this level then we would be able to animate all of the battle sprites for the NPCs.
- $9000- If this goal gets reached then we could add an animation to each of the battle sprites for the Creos in the game.
UPDATE #2: Audio game descriptions. These 5 segments go over the game basics. The content is similar to what was talked about in the demo video.
Conditions and Boons
Moves,Traits, and Abilities
UPDATE #1: Alpha build now updated!
Demo video now available!
Here is a chart of the elements in the game and their relationship to each other:
EvoCreo is a monster battling game similar to Pokemon, currently being developed for Android devices. With a little help from you, we would also like to develop iOS and PC versions(see FAQ for release details)! Try the alpha build here.
In the world of Zenith, the wild fields and valleys are ruled by powerful, tamable creatures known as Creos. A mysterious group that goes by the name ShadowHive, threatens the peaceful balance between the Creos and the humans. You must lead a young man on a quest to save his father who has been abducted by ShadowHive and stop their nefarious activities while taming Creos along the way.
Ebrahim Behbahani- I started conceptualizing this game in the summer of 2011 while I was teaching myself to program in Java. Initially the first games I thought of were too simple and not very interesting. Then I started thinking of making a 2.5D side-scrolling action adventure game, but that turned out to be too complicated for my current skill level. So I started to think about what type of games that are not over saturated on mobile platforms.
Shahrezad Behbahani- Ebrahim came to me during the summer of 2011 with this concept and hired me to help out with the creative writing aspect of it such as story, dialog etc. I'm currently attending college and I'm interested in literature so this project is right up my alley.
Luanne Cacik: I'm an artist starting to get into the world of game art, which is, in all its forms, what I love. I'm currently a college student, and I've been doing art for games for the past year. I'm living new experiences working for EvoCreo, and the game keeps getting better and more interesting. With the help of Kickstarter it'll grow even more!
Ron DeMeo - An artist currently focusing in the mobile market and set to be a part of upcoming, great, and innovative games. My works include both pixel art and more traditional art and up for making anything gaming related. EvoCreo seems to be shaping into a really interesting game and in the end it looks to be familiar while adding enough new aspects and more importantly will be a lot of fun.
Kyle Merritt: I'm a pixel artist, mainly designing monsters for Android, iOS and browser-based RPGs. I recently had a great time working with Brotherwise Games on Boss Monster, another Kickstarter project that ended up doing quite well. While we're still in the early stages of EvoCreo's development, we expect things to ramp up quickly with a little support from the Kickstarter community!
David Orr: I'm a film and game composer, working on platforms of all shapes and sizes including console, iOS/Android, and browser-based PC. You may know my music from Castle Crashers, or one of the many online flash games I've scored over the years. I have a special passion working on indie projects like this one, because indie developers aren't afraid to think big and listen to the community. With your help, we hope to make EvoCreo a reality, and put some awesome gameplay (and music!) into your pocket!
Here is a sample of the theme song:
Check out the FAQ section for more details on game mechanics.
The battle system
- Manage a party of up to five Creos
- Creos can equip five abilities (used in battle) at once
- Enjoy deep, statistic-driven battle mechanics
- Status ailments have greater impact than in most RPGs
- Logarithmic level progression. This means it takes the same amount of time to get from one level to the next.
- Use touch to move or a DPad to control your character.
- Creos kept with you outside of battle will become more loyal
- Use special abilities available to only your most loyal companions (ever wanted to ride a tiger?)
- Certain in-battle abilities learned by Creos can be used outside of battle for special purposes.
- Cross-platform multiplayer is planned for release alongside the iOS version of the game
Here are some screen shots from the alpha build of the game (Click here to go to our gallery):
I started funding this game with my savings and thought that it would be enough, but I soon realized that to get a quality product you need quite a bit of funding. David-Orr (of Castle Crashers fame) has signed on to create a musical atmosphere, and a team of talented artists is currently working to take the game's look to the next level.
The art for the Creos and the tiles used to make the world maps will take up a significant amount of the games budget. The funding from this kickstarter will go towards making vivid and memorable Creos for the game along with unique NPC's. The goal is to have around 100 different Creos and 50 different NPC designs. The Creos and the NPC's will be static sprites (no animation), but if we can secure additional funding, then this may be a possiblity.
The rewards for funding this project are all digital which is done to maximize the effectiveness of the money raised. Also, most of the rewards over $50 have an impact on the outcome of the game and allow you to leave your mark within the game.
When you donate, you receive all previous rewards unless mentioned below.
$6 - You can choose to receive a copy of the game on Android that will be distributed in May 2013 or on iOS that we are planning to release on February 2014. You also get your name included somewhere in the game (ie trainers, regular NPCs, gravestones, artists' names in an art gallery, names in a hotel logbook, etc.).
$12 - At this pledge level, you get two copies of the game. You can choose either Android or the iOS versions (one of each or two of either) when they have been completed. You also get the normal $6 rewards.
$15 - Everyone will get access to the first alpha build that will be released in December but donors will get a subsequent updates of the beta. In general the feedback from the beta will benefit the game's production.
$20 - The creo that you pick at the start of the game will have a unique color scheme and pattern. This is equivalent to a "shiny" monster. You will also receive all previous rewards.
$25 - You can create, with support from our team of artists, an NPC with an overworld sprite (sprite sheet) and unique dialog for the character. This character will NOT have Creos. Must be appropriate (ie no vulgar themes, swearing, copyright infringement etc.)
$50 - First access to a legendary monster.
$75 - You may design, with support from our team of artists, a trainer with an overworld sprite (sprite sheet) and unique dialog for the character. This character will have Creos and you will be able to choose which ones they use from the available selection of monsters including levels and moves. Must be appropriate (ie no vulgar themes, swearing, copyright infringement etc.)
* If you design a trainer you can't make an NPC.
Trainer must be completed before May to provide enough time to be incorporated into the game.
$100 - You may create, with support from our team of artists, a mini- boss with an overworld sprite (sprite sheet) and unique dialog for the character. This character will have Creos and you will be able to choose which ones they use from the available selection of monsters including levels and moves. Must be appropriate (ie no vulgar themes, swearing, copyright infringement etc.)
*If you design a mini-boss you can't make a trainer or an NPC.
Mini-boss must be completed before May to provide enough time to be incorporated into the game.
$150 - You can design, with support from our team of artists, your own monster which must be sketched and/or must have a basic physical description based on the template provided. Must be appropriate (ie no vulgar themes, swearing, copyright infringement etc.)
Monster must be completed before May to provide enough time to be incorporated into the game.
$200 - You may design, with support from our team of artists, your own building which must be sketched and/or must have a basic physical description based on the template provided. Must be appropriate (ie no vulgar themes, swearing, copyright infringement etc.)
Inside the building you can choose from a list of NPC's and the dialog that they have or you can create them. You can also furnish it yourself or give a description of how you want it furnished.
$500 - You can design, with support from our team of artists, a town which must be sketched and/or must have a basic physical description based on the template provided. Must be appropriate (ie no vulgar themes, swearing, copyright infringement etc.)
The town will be fully customized with certain limits that will be provided.
I think the changes that are being made are significant enough to contribute to the genre and, hopefully, enticing enough to pique your interest. Thanks for your support!
Risks and challenges
There are always challenges when starting a big project like this with a small team, but I have the motivation and the free time to get the project done to a satisfactory level. With that being said, having enough free time will be the biggest obstacle we face. As a graduate student I will put my studies before everything however, I am fortunate enough to live in a comfortable environment that allows me to spend what ever free time I have in this project. The artists' challenge will be just as time constraining because of the specificity of the artwork this project requires. So far they have done a spectacular job with communication which has made the challenge a little easier. No matter what, I will be sure to keep everyone up to date with the progress the game is making and releasing build updates as frequently as I can so that you can judge whether I have made satisfactory progress or not.Learn about accountability on Kickstarter
The goal was to have 100 monsters total, but that could increase depending on the success of the kickstarter, as one of the rewards allows the backer to create a monster that will appear in the final game.
Will you be using something similar to the EV system of the Pokemon games? Or will all Creos have a fixed stat that cannot be changed?
What we have implemented right now is that all monsters will have the same normal value of stats depending on level. So the number of stats at a given level is the same but the distribution changes. What that implies is that an unevolved monster and and evolved monster should be able to fight toe to toe during a fight. Evolutions aren't just cosmetic though. When a monster evolves the stats it gains per level will change.
Let me give an example. Say we have monster 1 and monster 2, where monster 2 is the evolved form of monster 1. Lets say that monster 1 specializes in attack. Then say we level monster 1 to level 20. Monster 1 will get a majority of the stat points gained from leveling allocated in attack. Then lets say that monster 1 evolves to monster 2, and lets say that monster 2 specializes in defense. Leveling monster 2 at this point will result in a majority of stats going to defense. This can be used tactically, to give your monster a certain stat distribution that you desire. There may be costs though, such as losing certain moves, abilities, or traits if you stay at a current evolution.
One mechanic I haven't implemented but would like to is adapting the stats through move usage. This would change the stats specialization of the monster based on how many times they use a specific move. So using healing moves would move the specialization towards HP, using moves with short recharge would move it to speed, etc.
Reducing the number of monster was due to a managing play time. One of the annoying things I remember when playing pokemon was that by the end of the game I had a party of ~60 lvl monsters and not a lot more to do after that. By the end of this game, I want the players party to be around 95 lvl so that they are ready or close to being ready to take their party to online matches (There will be level brackets, but level 100 bracket will be the most balanced ). So reducing the number of monsters should reduce the hours it takes to level the party, while also allowing a varied party.
Increasing the skills was to allow for more variety in skill status. I wanted an elite move, a normal move, and a healing move. Both elite and healing skills have longer recharge times in general so I needed to compensate for this by adding one more move to the normal category (have shorter recharges in general). This ensures that the player should always have a move charged and ready to go.
I assume, the stats are like the first generation: Vit ---> HP; Atk - governs physical damage; Def - governs physical damage mitigation; Spatk - governs special damage and special damage mitigation; Spd - governs attack priorities
Not entirely. I wanted the stats to intertwine a bit to make combat more interesting. So for example speed is used for attack priority but it also reduces the accuracy of the opponent the higher it goes. Vitality is used for HP but also used in calculating defense. Defense is used in tandem with Attack and special attack to calculate damage (depends on incoming attack).
No there will be a touch to move option as well. You can try out both options in the alpha build . Just go to settings and pick the control option you prefer.
I can give a rough time frame for when we would plan to have the iOS version out. The goal is to have the iOS version ready by late February 2014. I know that is quite a way away, but there is a reason for it. I am the only programmer working on the project right now and am only focusing on the Android version. The Android version should be complete around late May to early June. Once that is done I'll be spending the next couple months learning objective-C, which is the language used to make native iPhone apps. I know both Java and C++, so I don't anticipate too much trouble with this. From late August to early December, my productivity will decrease since it will be my last semester of college. Come January, I will begin porting the code to the iOS, which will be relatively painless since the engine I am using is similar to another one for iOS. The final app should be ready sometime in February, assuming no major bugs.
I can guarantee that an iPhone version will be available, but the date could move earlier or later by a month or so (I'll keep everyone updated). In short, yes we will have an iOS version for sure, and you should expect it by Feb. 2014.
The PC version is a bit trickier since porting will not be as simple as the port from Android to iOS, from what I understand. However, anyone can play the game on the PC once I have completed the Android version using an application called Bluestacks(emulates an Android device on the PC). In short, I won't commit to a native PC application unless there is demand for a PC port.
In general the funding for the game would be successful before I could commit to anything. I don't think it would cost much after the funding is successful.
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