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YuGiOh Rebirth


JasperH

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Do you remember the name Edo? Do you remember his YuGiOh game?

 

If you don't, do not worry, his game is still available on the web and you can still play it. If you do, there is a good chance that you think it is a shame the game's last version was released in 2007.

 

The nice gameplay, cheesy storylines and limited cardpool created a game like no other. Of course, so did the fact that many cards simply had not been implemented yet. This makes it only more of a problem the game has not been updated for three years now.

 

However, there is no reason to be sad over the loss of this game. The year 2010 will bring a game rising from the fallen body of Edo's game: YuGiOh Rebirth. The same cheesy stories, a similar atmosphere and of course new adventures to play through. Not the unimplemented effects, though.

 

Check this game out at www.yugiohrebirth.uni.cc

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Brushfire' date=' it's probably me, but I don't have a clue what you are trying to say. Would you mind rephrasing it?

[/quote']

 

Sure.

 

This is a big forum, probably one of the biggest Yugioh-related forums there are, so you made a good choice in advertising the game here. Advertising other sites is usually against the rules (though I'm not going to say anything about it, I'd be a hypocrite if I did), but I think it's fine because it's about the game and not anything else.

 

As for the part on TCG fanboys, the site is more or less split off into different sections with members really only going in a few sections. I'm not sure if there any many TCG players that frequent the Video Games section, so someone would have to go tell some people from the TCG/Your Deck sections about this thread and see if they're interested.

 

Personally, I didn't play the original game and the only Yugioh game I've played on PC is KCVDS and one of them on BYOND, and they didn't live up to expectations. Lets hope yours can.

 

The name Rebirth... is actually fine. After all, it's the rebirth of the original game and it sounds cool, so you should just leave it. Just calling it Rebirth as a project name would be fine.

 

Out of curiosity as a games developer, what are you using to create this? You only mentioned that you're a programmer on the site... I mean I find it fairly obvious that you aren't using something like Visual Basic, as I don't think it would be too exciting text based.

 

The main problem with creating this game is that there are already a few things like it (primary one I can think of is YVD, which is really popular and there is a member here who has programmed software to convert our created cards into YVD-format cards to play with them on there), so you have quite a bit of competition. The thing I'm thinking gives you the major advantage is the presence of a story, which I look forward to. I've always been a fan of RPG games and mixing that with Yugioh would be an interesting concept for me.

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Thanks for the explanation. So, I guess I should second the request for someone to get the word out to TCG section of the game.

I'm glad you like the name Rebirth, and perhaps Rebirth as a single word is better than the current one. I am not sure about the name yet, though. I would prefer a name that is as good without the background story as well... but of course I can't be sure to find one.

 

I am using C++ with WxWidgets. I am all new to widgets, so that's a major learning point for me there. It doesn't appear too complicated so far, though.

 

If I am not mistaken, YVD is online tabling software for the game. What I am making is different in many aspects. It will have rules, AI and it'll be single player. (Perhaps one day multiplayer will be added, but I have no such plans yet.)

 

Also, one of the main selling points I am planning, will be that making cards for the game will be quite easy - every card is described in simple XML, making it quite easy to add your own cards even without software. Alright, that's not completely true - if you created an all original effect, it will probably create a puzzle how to put that effect into xml that the program can make sense of, but that should be the hardest part.

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Yeah, go for it. I'll send this link to Akira. ._.'

I disagree, it needs Yugioh in the title to gain hits and popularity, and obviously helps towards what the game is about. Well, rebirth fits if you make the storyline fit with it somehow... :P just please don't make it about the rebirth of Atem. ;-;

 

Coincidence, I'm learning C++ for a project I'm going to do lol, wouldn't expect it to be used here but I guess it's quite an open language. I've never heard of WxWidgets, otherwise I'd offer to help, though I'll be fairly useless otherwise.

 

Yeah, kinda. I actually prefer your idea, and I've always wondered if something like that existed. Guess it does. ^^ I don't suppose there will be some kind of choice element involved? I'm not asking for something massive like Heavy Rain, or even Fallout, just a few choices on where the storyline can go. ^^

 

Well, while that is a good idea I won't do it personally unless I make a very balanced yet easy to use set. =] I haven't played Yugioh since Battle City, and even then I wasn't like... pro. Just played it for fun with some mates. And I'm sure with a tutorial it will be easy enough.

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I disagree' date=' it needs Yugioh in the title to gain hits and popularity, and obviously helps towards what the game is about. [/quote']

 

You're absolutely right. Alright -- "Rebirth" has been crossed off from my mental list

 

Coincidence' date=' I'm learning C++ for a project I'm going to do lol, wouldn't expect it to be used here but I guess it's quite an open language. I've never heard of WxWidgets, otherwise I'd offer to help, though I'll be fairly useless otherwise.[/quote']

 

wxWidgets is basically used for creating the GUI - the easy part. The harder part is going to be things like creating a system that reads the xml and does what the card is supposed to do and the AI (which again needs to be aware of the last step. I can always use your help - even if you have never heard of wxWidgets. Heck, I can even use your help if you have never programmed before, having someone to bounce ideas of or even just to help with the storyline is a commodity all in itself. So if you want to help me, just contact me.

 

Yeah' date=' kinda. I actually prefer your idea, and I've always wondered if something like that existed. Guess it does. ^^ I don't suppose there will be some kind of choice element involved? I'm not asking for something massive like Heavy Rain, or even Fallout, just a few choices on where the storyline can go. [/quote']

 

I hadn't thought about choice elements, but I like them. I guess I will have them one way or another. The biggest problem I see with massive choice options is the fact that scripting what should happen when is a lot of work. So if you decide to help me by making an adventure (I guess I can spoil that there will be more than one adventure), you tell me what you want in a choice system, I make a choice system with that in mind, and from there it is up to you to abuse that choice system as much as you can.

 

pre-create much effects' date='so people can use the effects as a base for their own cards.

[/quote']

 

That's a good suggestion, Michicho. Of course I will precreate a lot. The basic idea is that every card available in the game will be made the same way as these custom cards - through xml. This means that I need to precreate effects for the real cards as well. On top of that, every card in existence will be available as a blueprint for the user, to see how I (or someone else) countered a problem and serve as inspiration how to solve a problem they are facing.

While the focus will not be on creating custom cards (it will be on creating a flexible system that for example, if I die after the game comes out, lets someone else adapt a new official card set for the game) there will be ample opportunity to create your own cards...

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I disagree' date=' it needs Yugioh in the title to gain hits and popularity, and obviously helps towards what the game is about. [/quote']

 

You're absolutely right. Alright -- "Rebirth" has been crossed off from my mental list

 

On it's own, but it could still be a possibility for a sub-title. I dunno, I always think of Yugioh games to have corny names like "Path of Darkness". >.>

 

Coincidence' date=' I'm learning C++ for a project I'm going to do lol, wouldn't expect it to be used here but I guess it's quite an open language. I've never heard of WxWidgets, otherwise I'd offer to help, though I'll be fairly useless otherwise.[/quote']

 

wxWidgets is basically used for creating the GUI - the easy part. The harder part is going to be things like creating a system that reads the xml and does what the card is supposed to do and the AI (which again needs to be aware of the last step. I can always use your help - even if you have never heard of wxWidgets. Heck, I can even use your help if you have never programmed before, having someone to bounce ideas of or even just to help with the storyline is a commodity all in itself. So if you want to help me, just contact me.

 

I've programmed before (albeit not on C++, but I am learning) so when I've learnt more I'd be happy to contribute to this project and even promote it with SAW. I'll be sure to help if I think of anything.

 

Yeah' date=' kinda. I actually prefer your idea, and I've always wondered if something like that existed. Guess it does. ^^ I don't suppose there will be some kind of choice element involved? I'm not asking for something massive like Heavy Rain, or even Fallout, just a few choices on where the storyline can go. [/quote']

 

I hadn't thought about choice elements, but I like them. I guess I will have them one way or another. The biggest problem I see with massive choice options is the fact that scripting what should happen when is a lot of work. So if you decide to help me by making an adventure (I guess I can spoil that there will be more than one adventure), you tell me what you want in a choice system, I make a choice system with that in mind, and from there it is up to you to abuse that choice system as much as you can.

 

Yeah, a massive choice system always requires a lot of scripting. While I don't know how much it compares, I used to Pokémon ROM Hack and script using XSE and that was difficult enough. Not many people could create successful multiple choice games (me among them, but I did put it in a few sub-stories). Maybe I'll release that game even if it's unfinished... lol.

 

While the focus will not be on creating custom cards (it will be on creating a flexible system that for example' date=' if I die after the game comes out, lets someone else adapt a new official card set for the game) there will be ample opportunity to create your own cards...

[/quote']

 

While it's good that you're thinking of all possibilities, there's really no need to be so pessimistic. =/

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I've programmed before (albeit not on C++' date=' but I am learning) so when I've learnt more I'd be happy to contribute to this project and even promote it with SAW. I'll be sure to help if I think of anything.[/quote']

 

I'll be looking forward to it ;)

 

Yeah' date=' a massive choice system always requires a lot of scripting. While I don't know how much it compares, I used to Pokémon ROM Hack and script using XSE and that was difficult enough. Not many people could create successful multiple choice games (me among them, but I did put it in a few sub-stories). Maybe I'll release that game even if it's unfinished... lol.[/quote']

 

The fact that the adventures will be plain XML as well will at the very least make this a lot more practical and thus less of a pain in the ass. I meant scripting more as in deciding what will happen next and working that out in great detail (who will say what, who will use what deck, what skill lvl will the person be, how well does the AI know the player's deck and more details like that).

(note: I have a system mentally sketched out that prevents users from simply opening the file and finding out about the adventure without playing through it)

 

While it's good that you're thinking of all possibilities' date=' there's really no need to be so pessimistic. =/[/quote']

 

The only pessimistic thing was my choice of an example. My point was that I want to create a solid system that does not rely on me (or someone else) changing the program itself whenever a new set needs to be added to it.

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(I guess this is not double posting, as external circumstances have changed since I last posted. However, if this is considered double posting, will a moderator please merge this comment?)

 

Brushfire: due to your comments I got thinking about about help for the game. I added a page to my website to expand on the matter and I added a form that can be used to contact me if you wish to be of assistance.

I too am just learning here and adding to my site as we go.

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  • 2 weeks later...

Sorry for reviving this thread - but I think this one is quite important for YGO fans.

I tried a lot of YGO online and console games - and I NEVER saw anything like what Edo did!!!

Yeah, it's far from perfect, totally unfinished etc.

BUT!!!

It's the ONLY:

1. Use-your-mouse-not-press-lots-of-buttons GAME

AND

2. Storyline-and-unlockables-filled GAME

...AT THE SAME TIME!!!

At least _I_ haven't seen any more like that.

 

Go Jasper!!!

 

PS. Check my sig for a surprise. :D

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  • 3 weeks later...

The first version of the game is out. It is named alpha 0.1 and isn't all that much yet really, but it may give you a good feel for what this game could become. You can download it now at www.yugiohrebirth.uni.cc/node/1

Below is what this version of the game can and can't do right now:

 

  • Only normal monsters
  • Preprogrammed decks
  • No changing of mode (once played, a monster is stuck in its mode)
  • Very simple AI
  • No win/loss detection (eg. if your or your opponent's life is negative or zero, you will have to declare a winner yourself)
  • A game starts when you start the program, and it ends when you close it
  • Large size (expect this to change in future releases)
  • Inaccurate error messages (when something goes wrong the program might issue an error message with "you" in it, while it really means "a player")

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