Temtem (Pokémon inspiriertes MMO)

Stärken und Schwächen der Typen in Temtem:

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Das ist jetzt auch noch nicht final, weil es noch weiter wegen balancing angepasst wird. Melee ist jetzt zB nicht mehr sehr effektiv gegen Electric.
 
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Sehr schön, das wird ein Fest. Habe echt Lust drauf. Ist zwar noch etwas hin aber, dann wissen wir jetzt schon, ende 2018 lets go Pikachu, 2019 Pokemon Switch und 2020 Temtem. Wird Klasse :)
 
Der Entwickler Crema hat nun offiziell bekannt gegeben, dass Temtem auch für die PS4 und die XBox One erscheinen wird!
Ever since we created the campaign we wanted to include all possible platforms on it, but we decided to focus on Switch first while we were securing the rest. Like we said in the Switch Stretch Goal update reaching that Stretch Goal would also ensure the game on PS4 and XB1, so we're not going to include new Stretch Goals for these platforms. So the day has come, Temtem will be officially coming to Xbox One and PlayStation 4 when the game launches. Yay!
 
Die Kickstarterkampagne zu Temtem endet morgen. Am Freitag hat man noch einen weiteren Strechgoal geschafft: Clubs.

Clubs are our take on Guilds for Temtem. With the Club system, you’ll be able to join an existing Club or create a new one using your desired name and image. You’ll have an internal chat with all your Club members and you’ll easily be able to trade or fight with any other member. We’re also going to introduce a special Dojo on each island that can be managed by a Club. Each week we’ll have a special event timeframe in which Clubs will be able to conquer the Dojos by challenging the resident Club in Temtem battles.

Clubs that are in control of a Dojo will receive rewards for each week they manage to defend it. Also, Clubs will be able to customize and get new furniture for their Dojo, similar to the way each player can customize their house!

Es fehlt nur noch ein wenig für den letzten Strechgoal: Ingame Turniere. Da man jetzt auch Paypal als Zahlungsmöglichkeit anbietet, wird man das wohl noch schaffen.

Kleiner Teaser zu der Switchversion:


There are still a million things to work on, obviously, but we wanted to show you the video and make you feel the same way we felt the first time we played it. As you can see from the teaser, this is only a first sneak peek of what the game will be like on Switch. Right now we only have the basic core stuff working (running, seeing other people…) and there’s still a lot of work to be done on the performance.

So here it is. Please, take into consideration that this is a very very early look, and is not a representation of how the final game will look and run.
 
So ein Blödsinn.
Digimon Funktion auch super auf der PS4.
Und MMO ist bei Box/PS4 eh besser.Schon wegen dem Chat

Digimon ist auch der kleine hässliche Bruder von Pokemon der nichts wirklich richtig machen kann.
Temtem hingegen sieht aus wie ein klassiches Pokemon, sowas gehört von der Atmosphäre her auf N-Konsolen.
 
nice. werde es schön auf ps4 genießen, passt perfekt dorthin und wird sicher viele abnehmer finden. freu mich drauf :)
 
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Hab es jetzt auch gebackt für $30 für die Switch Version. Da die Entwickler Crossplay so weit wie möglich einbauen wollen (und eventuell auch Cross Save) wäre es aber egal ob PC, XBox oder Switch :)
 
Genau deswegen warte ich ab. Erst Samstag kam nach kurzen drei Jahren ein Kartenspiel von KS an. Über Kingdom Come denke ich lieber gar nicht erst nach :v:
 
Nun hat man auch den letzten Strechgoal erreicht.

These latest hours have been on fire ???

After beating our daily funding record twice (yesterday and today) you've managed to beat the $500k mark and that means that we've reached the In-game tournaments system.

ALL OF OUR STRETCH GOALS ARE REACHED NOW!

We don't plan to include new ones because we're at a point where promising more content is going to hurt our planned release dates. But considering the huge success, Temtem's campaign has been, we're very confident that the game is going to be very successful too and that means we will be updating it and keeping it filled with new content over time.

Even without new Stretch Goals, every bit of funding we manage to get is going to help us further and will help the game become even better. Keep sharing the word about Temtem!
 
Kickstarterkampagne von Temtem ist zu Ende. Insgesamt wurde dabei ein Betrag von 573.939$ erzielt.
Back when we decided to start making this game, we had one really big fear: will gamers even want this kind of game? There was a lot of interest in the features we had, but without the huge IP backing the game we weren’t sure if you would like it…

But boy, oh boy! You’ve cleared that doubt from our minds. After more than $550k raised and over 11k backers, Temtem has become the most crowdfunded Spanish videogame ever and we really can’t be thankful enough.

We’re really proud of the community born around this game. You’ve been very active about commenting on the Kickstarter with each update, participating in discussions on Discord, and creating the awesome fanarts we’ve seen pouring in each day. We’re really excited to start working on the game with you and to navigate this massive adventure together.

All of Crema wants to thank you ❤️

What’s next

Now we’re going to continue working on the game and on the Alpha coming in November. We’re also preparing our platform on BackerKit which will allow you to manage your pledge, increase it to get new rewards, and stay up-to-date with everything Temtem.
We’re also working on creating Discord channels for Temtem Tamers, Alpha Heroes, and Founders. You’ll be receiving more info about this in the coming days while we iron out the details.

In the meantime, if you haven’t joined our Discord server yet, you should do it now! It’s going to be the main gathering point for Temtem players. Click the banner to join in.
 
Bin mal gespannt, ob das Spiel die Fehler von Pokémon ausbügelt oder ob es sich so stark daran orientiert, dass es auch die vielen Unzulänglichkeiten mitkopiert.
 
Neue Infos zu Temtem:
  • Max level for Temtem will be 100.
  • Dojos won't be restricted to one elemental type.
  • HMs will be replaced by items carried by the player to traverse different terrains, such as Surf table.
  • There will be two types of flying: traditional airships to travel between each island, and a more modern way to teleport between the different cities.
  • The current estimate for the final number of Temtem is ~160+.
  • There will be branching evolutions.
  • There will be status effects but their conditions will be pre-fixated so there's no RNG involved.
  • There's going to be a 7th stat in Temtem (in addition to HP, Speed, Attack, Sp. Attack, Defense and Sp. Defense). This stat will be very important in how Temtem battles work.
  • There will be something equivalent to TM. They are called Technique Courses in Temtem.
  • Every bit of info of your Temtem will be visible, even traditionally hidden stats and modifiers.
Quelle: Kickstarter
 
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Neues Update zu Temtem:

Like we’ve said multiple times, battles are one of the most important features in Temtem. Our vision for battles is to make them 100% based on skill and strategy, removing every trace of RNG that we can.

In this update we’re going to talk about how we’re dealing with that decision, and what features we’re implementing and modifying in order to achieve it. But let’s start with the basics…

What is RNG?

RNG stands for Random Number Generation. RNG is used every time the game has to roll the probability of a certain outcome. Critical hits? RNG. Accuracy? RNG. Evasion? RNG. And a long, long etcetera.

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A bit of RNG makes games more fun because you always have that unexpected random factor that could happen at any time. But a lot of RNG can stop a game from being fair and can undermine your skill and strategy in favor of an uncontrollable random choice.

RNG is commonly used to balance attacks. With RNG, you can have one Water-type attack that does 30 damage and has 100% accuracy and another Water-type attack that does 150 damage but has only 30% accuracy. In Temtem, we’re removing this type of balance and we’re introducing three new game mechanics that will help us balance out all our Techniques.

The 7th stat: Stamina

Alongside HP, Speed, Attack, Sp. Attack, Defense, and Sp. Defense, Temtem will feature a new stat: Stamina.

Each Temtem will have a base Stamina value that will increase with each level. Stamina represents how many Techniques the Temtem can handle using during a battle.

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Instead of having a limit on how many times a Technique can be used, each Technique will have a Stamina cost. When a Temtem uses a Technique, its Stamina cost will be subtracted from the Temtem’s Stamina bar. If the Stamina bar reaches zero, the Temtem will start hurting itself each time it uses a Technique due to overexertion.

More powerful Techniques will have a higher Stamina cost, so they can only be used a couple of times before you start to hurt yourself. On the flip side, less powerful Techniques will have a lower Stamina cost, so you will be able to use them more frequently.

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Each Temtem will recover a bit of Stamina at the end of each turn, and they will gain extraStamina if they don’t participate in the battle in that turn. Also, Tamers will have the option to order a Temtem to Rest instead of using a Technique, so the Temtem can gain more Staminathat turn.

When the battle ends, all Temtem will recover full Stamina and will be ready for the next battle.

Hold
Stamina helps us balance most of the Techniques, but there are some super powerful Techniques that require an extra step before being used. The Hold mechanic is here to solve those cases.

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Techniques with Hold will require a Temtem to be active in battle a certain number of turns before using them. And after they’re used, you’ll need to wait that amount of turns before using them again.

At the end of each turn, the Hold value for each Technique will be increased by one, and when the value reaches the Technique’s Hold requirement, the Technique will be ready to use. You will be able to use the Technique whenever you want, and, once the Hold value is full, it won’t change until the Technique is used.

Synergy

Since battles in Temtem are 2vs2, we’ve decided to introduce a new mechanic that will favor certain team compositions, giving bonuses for some Techniques when you have a Type-specific ally.

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When a Temtem uses a Synergy Technique, it will check the typing of its current battle ally. A Technique with Fire Synergy, for example, will check if the allied Temtem has Fire as one of its types.

Since it’s easier to explain with an example, here are a couple:

  • Slow Down is a Mental Technique that will reduce the speed of the target Temtem by one stage. If the attacking Temtem’s ally is also Mental, the Technique will sleep the target. Both effects will be chained if the Synergy succeeds, so the target Temtem will have its speed reduced and also will be put to sleep.
  • Aqua Stone is a Water Technique with 80 base damage. If the attacker’s ally is Earth-type, the Technique will have a base damage of 104 instead of 80.
Status Conditions
As some of you already know, Temtem will have Status Conditions (remember the Paharo sleeping in the Kickstarter trailer?).

Each Temtem will be able to have up to two Status Conditions at the same time. The Status Conditions will occur in a FIFO queue (first in, first out), meaning that each time a new Status Condition is applied, the previous ones will be moved up in the list, and if the Temtem already has two other status conditions, the oldest status condition will be removed.
All Status Conditions in Temtem are non-volatile. This means that Statuses can't be removed by swapping Temtem, and will be kept even when you exit combat.
Each Status Condition will have a turn counter when it is applied. The turn counter will vary by the Technique used, meaning that one Technique could apply Sleep for two turns, and another Technique could apply Sleep for four turns. The turn counter will be reduced at the end of each turn, even when the Temtem is on the bench. The effects of Status Conditions will also be applied if the Temtem is on the bench (i.e. a Temtem will keep losing health if it has been Poisoned).
Currently, we have 14 different Status Conditions planned, from Poisoned to Asleep, and even some positive ones like Invigorated and Regenerating.
Final words

Please, take into consideration that some of these features may not be present in the initial Alpha release. Also, we’ll be tweaking these details a lot in the upcoming months according to your feedback and our data until we reach perfect harmony between the different mechanics.

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We hope this update resolves some doubts about the combat in Temtem, and we hope you all enjoy the new systems we’ve put in place.
 
Die Alphaversion gibt es schon seit ein paar Tagen für Backer zum Download. Hab extra ein Walkthrough ohne Kommentare rausgesucht:

 
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Wird für die PS4 geholt. Ich suchte derzeit ohnehin sehr viele Pkm - Games auf meinem New 2DS XL. :niatee: Ich hätte Bock.
 
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