Monster Hunter Concept

Concept "Monster Hunter"-type Proof of Concept 1.0

No permission to download
Idea or proposal that does not yet have substantial progress.

NickyP

Active member
bRJLqkr.png
aR5EcAR.png


Originally a minigame/quest within ClaFan Advanced, I branched this into its own package as an experiment and to take a break from Megaman Armada. It's based on Japanese "hunting" games, like Monster Hunter and God Eater.

It's a 4-player mod with 2 characters, and players can select duplicate characters. 2 other characters were planned, but I haven't worked on them yet. There are also about 6 or so color remaps per character.

I recommend you set Music Volume to 200.

Controls:
Attack ("attack1") - regular attack button
Skill ("attack2") - alternative attack button, uses MP
Dodge ("jump") - leap forward followed by a roll on the ground. Invincible while in the air. Uses MP
Heal ("special") - heal 20% HP, uses MP

Characters:
Knight - uses a large sword, hits hard but attacks slow. Skill is a dashing charge slash, press the Skill button again for a second attack. Loosely based on the Valor Great Sword moveset from Monster Hunter Generations Ultimate. Takes 10% less damage.
Soldier - uses a machine gun, can attack from far away with a wide range. Skill is throwing a grenade. Takes 20% more damage.

Tips/Notes:
  • Player MP regenerates over time.
  • Running will drain MP slowly. You can still run even if you have no MP left, however.
  • If you push the Dodge button during the last few frames of your attack, you will cancel the attack and dodge in the opposite direction. Mastering this is the key to survival.

If you choose to edit or expand upon this mod, please give me credit. Otherwise, enjoy! Sorry it's so short, I've been extremely busy with work.
 
Always loved the way you try to use openbor for different kinds of mods.  This looks cool. Maybe you could call "MP" their "Stamina"?
 
This is hunter type game concept for the Open Beats of Rage engine looks so epic and promising! I wonder if we can make games like the Mana series or Pocky and Rocky game series using this type of concept?
 
Awesome, truely awesome!
So refreshing

My only regret would be I would have loved to see bigger characters.
Just imagine something with big CPS3 characters (Warzard or similar)

The feeling of a big stage is great!!
 
This is very interesting.

I know there are plenty of "2d Dark Souls" nowodays among indie games, but never thought about "2d monhun".
 
@Sylvain Regnier, you might want to take a look at the ClaFan projects. There's a similar aesthetic and mechanics, but unless I'm mistaken @NickyP put a bit more time into them and there's not as much clashing.

DC
 
In "Monster Hunter alike games" genre there is often a focus on various clothes/armor.

So if we were to experiment with idea of "2D monhun", I wonder if something could be done in that area as well. Maybe just as pick-up armor set a-la Chameleon Kid or Ghosts'n'Goblins during each stage or after monster being defeated.
 
Maybe just as pick-up armor set a-la Chameleon Kid or Ghosts'n'Goblins during each stage or after monster being defeated.

I've experimented with that many time. Since the ClaFan series of mods primarily uses 16-bit Final Fantasy sprites for the characters, I've toyed with the idea of having Final Fantasy 5's cast swap clothes/move sets by picking up items. (For those who've never played that game, each of the characters has some 20 or so different costumes they can use). I didn't really like the end result, though; without a menu system, it felt very clunky.

Like @DCurrent said, this demo is fundamentally similar to my ClaFan projects. I opted to use smaller sprites for the characters for a couple of reasons:

1. The screen resolution could remain 320x240. It's easier to cobble together stage graphics for that size.
2. Smaller player characters allow for "normal sized" enemies to seem bigger than they really are.
3. Smaller player characters allow for greater movement around a 320x240 arena, compared to Street Fighter sized characters.

If you're concerned about the sprites styles clashing, I've considered rehashing the concept using fighting game characters, with a higher screen resolution. Possible character ideas include Hayato from Marvel vs Capcom 2, and Saki from Tatsunoko vs Capcom. Enemies would be from Red Earth and various other games. Who knows, maybe some day.
 
Back
Top Bottom