dude! the 2 problems the game has are grinding and game speed, fixing the battle speed like you are doing is brilliant! ill be eager to follow your progress
I've never had the chance to truly play the game when I was a kid. With the efforts you are putting in this project, I think I'll wait until you release this and give it a go. Thanks for the time you are putting in this!
I love the green design of the boss floor, just like in the original game! I confess I'm not a huge fan of the yellow planks dungeons design. The sunlight is also a little weird considering this is a dungeon with floors going down. Maybe change it to a blue hue? So that it'd at least represent the night time instead of day. Would be more beautiful and fit the closeted space inside a dungeon a little better But maaaannnnn this is coming great 🩵 love it whenever I see an update of yours You know one thing that would be really cool? If we either changed uniform according to the guard team we joined, or if we could choose among different clothing to play. I always felt like I SHOULD be blue hawk because of the clothing >.< Looking like my guard team colleagues would be more immersive, and/or choosing my own clothes before or during the game would be really cool Great work 💜
You can check the previous videos, there's a dedicated playlist for the Vlog on the Channel. There you can find a video with Team-Based Outfits, already implemented. Also the Dungeon Visuals are temporary, final Dungeons will all be visually thematic and different.
man you're doing one amazing job! It was a big surprise for this to appear on my UA-cam feed and I'll definitely be following it from now on. Many say that this was the worst Digimon, but I have a lot of affection for it, and it will be great to see it with a new look.
I'm really hypd for this! One suggestion: Add an option to access specific floors once the boss has been beaten. This optimizes time to catch Digimon exclusive to certain floors. This may be even a Digi-Beetle part :)
Technically this would be easy to implement, but you don't consider the floors design ramifications. Basically, portal system will be thrown to hell with such a decision. So no thanks, I will stick to a basic Next/Previous Portal approach - since most Dungeons up to 10 floors (endgame ones up this to 16 and eventually 20), having 2 portals per floor (one up and another one down) is the most compact and effective approach), and it is already implemented, check the videos on the Dungeon Movement implementation for additional details if you're interested.
man this looks awesome, may need a bit more polishing for text boxes (seems kinda off for me) but overall amazing work. didn't even know someone was remaking this gem. kudos
Hey! Congratulations on the remake! I was just thinking about the bosses scaling with the party's general level or something in order to maintain the game's challenge level. Also, I liked the new combat song, but also missed the old one 😅 what do you think about the possibility of toggling on and off the old soundtracks?
Thanks. The game will have a range of soundtracks for the Battles, including the original soundtrack - there will be multiple Wild Encounter themes, Boss Themes, Colliseum Themes, NPC Battle Themes, etc. As for the scaling - that's a hard no, beause this breaks the whole spirit of classic jRPGs - it's much better to make Bosses such that they require some minimal leveling, but also allow more casual players to grind additional levels in order to feel safe - this is actually a good way for players to control the game's difficulty themselves. Scaling in this case becomes a dangerous self-governing crutch that does not allow any of the aforementioned things happen, AND it does not allow to adjust difficulty in any meaningful way. I've worked way quite a lot with game designers at this point in order to understand this and to not make this mistake.
In my opinion, it should be actually stated more directly here, since this is a tutorial, and later in the game it was always a common problem for players to accidentally step into boss fights unprepared and get a game over.
Looking good! I have a tool to get rid of the pixelated portraits if you want new or updated portrait images seeing as everything is smooth the pixelated portraits look outdated, you can smooth out the portrait frames or create new ones with AI, i just tested it and it looks good and at a higher resolution
I'm actually planning to replace them with full 3D renders in the future, these ones were always meant to be placeholders anyway. The de-pixelization would be great, if not for a fact that there are new NPCs/Bosses are planned for which there are no original portraits.
This dude keep updating, how far will this go, hope bandai not make excuse to stop this hardwork, make different some ripoff no problem as long you keep this my man, good job ❤
@@MaskedLongplayeryes that's the problem. In OG, Boss or Mini Boss have immunity by making any skill with Motivation Down (Ocean Love) and Disruption (Giga Scissors Claw) always miss. Also Venom Infusion cause the game Freeze List of problem in game mechanic Motivation Down and Distuption against Bosses always miss Parameter Up (Re-Format) and Down (Zen Recovery) Removal only work for 1 turn Thunder Ball bug hit and paralyze all foes Shadow Scythe supposed kill when interrupted by Chrono Breaker still continue but become Random Target Elemental and Effect Infusion can immediately waste in next turn Invicible and Kongou felt rather wasteful as it need to get it's turn first and immediately run out when entering next turn. I think maybe it's better if Invicible gain speed boost to cast faster while Kongou (self cast) allow user to be Immune for 3 turn up to 3 times in total
@ There are no problems whatsoever, because this remake is implemented and balanced from scratch, and there are a lot of mechanics that enrich the Battle System and alleviate a lot of cheesing problems the original had by simply going in another direction. For instance, all Targetting problems were already fixed on at design phase of the Battle system, so all those problems are void now. Giga Scissors Claw / Venom Infusion/etc. not working on bosses is no longer the issue, they work properly. Is it the cheese? Definitely no, there exist many moves that cannot be interrupted or countered by the sheer way of their nature, which can be used by Bosses too, so it's totally okay. Severe Status effects can too be applied on Bosses now, but, for instance, Fire-type Digimon are immune to Burn status, for both Player AND Bosses, so that's a good way to plan certain encounters from design point. Also, unlike in original, Confusion can be worn off as soon as next turn (again, for both Player and Boss Digimon), and that's exactly why it's now possible to use it on the Boss - everyone is equal now. That's the true balance, and not a set of crutches that the original game used.
There will be grunts (like in Digimon World 1/3/4). Voices aren't an option since the original ones are low quality, and there's no plan to re-record any of them; besides, there are new Moves planned, for which voices would need to be recorded from scratch. Again, there are no plans for it.
amazing! look I have few suggestions do not make it a copy of the old game maybe you can change the story a little bit to make it feel new and to add surprise factor also in the old game the boss was immune to all debuffs lastly even though this one might be difficult to make. in DMW4 there was 3 levels normal hard very hard maybe you can think of applying same method in here and also maybe with each level we will encounter different bosses with different strategies just a suggestion of course I am not expert on how hard it is to apply these suggestions that's why they are just suggestions either way you are doing great job and I really wish you all the best man!
Those are setup to eventually become the Digimon that originally were there, down to the stats. They just use Biyomon models temporary, since the content is to be added later. The goal here was to showcase the technical Boss-related functionality.
Kids are excited for GTA VI. I'm excited for this!
I want to Play this and will geht IT over to Germany ITS Looks so awesome
YES! YEEEEEEES!!!!!!!
I have so many hours in this game since the PS1 that I can't count. I'm looking forward to this incredibly much. Your project is amazing, keep it up!
This is amazing work, your skill deserve recognition.
Looking forward for the finished project.
This is the best remake I've ever seen. DW2 is my favourite game and now it's getting an awesome remake 🤩 your work are really awesome
Brooo this is amazing! This was my first game on my ps1, i cant wait to play the final version! Keep it up man you are a genius!!
Bro what how did I not know this project existed, hype!
realy excited for this remake, congrats for the work, its clear the amount of dedication youre put in to it
Incredibly excited to learn about this project. World 2 was always my favorite of the PSX trio of World games.
I remember hating 2 when i was little because gabumon digivolve into centaurmon instead of garurumon 😅
dude! the 2 problems the game has are grinding and game speed, fixing the battle speed like you are doing is brilliant! ill be eager to follow your progress
I've never had the chance to truly play the game when I was a kid. With the efforts you are putting in this project, I think I'll wait until you release this and give it a go. Thanks for the time you are putting in this!
Awesome!! I'll looking forward to it!
Just hearing that boss BGM pump me up with nostalgia, such awesome beat
Wow this is awesome! Nice job, I love this game!
you out here doing gods work
I love the green design of the boss floor, just like in the original game! I confess I'm not a huge fan of the yellow planks dungeons design. The sunlight is also a little weird considering this is a dungeon with floors going down. Maybe change it to a blue hue? So that it'd at least represent the night time instead of day. Would be more beautiful and fit the closeted space inside a dungeon a little better
But maaaannnnn this is coming great 🩵 love it whenever I see an update of yours
You know one thing that would be really cool? If we either changed uniform according to the guard team we joined, or if we could choose among different clothing to play. I always felt like I SHOULD be blue hawk because of the clothing >.< Looking like my guard team colleagues would be more immersive, and/or choosing my own clothes before or during the game would be really cool
Great work 💜
You can check the previous videos, there's a dedicated playlist for the Vlog on the Channel. There you can find a video with Team-Based Outfits, already implemented. Also the Dungeon Visuals are temporary, final Dungeons will all be visually thematic and different.
man you're doing one amazing job! It was a big surprise for this to appear on my UA-cam feed and I'll definitely be following it from now on. Many say that this was the worst Digimon, but I have a lot of affection for it, and it will be great to see it with a new look.
I'm really hypd for this!
One suggestion: Add an option to access specific floors once the boss has been beaten. This optimizes time to catch Digimon exclusive to certain floors. This may be even a Digi-Beetle part :)
Technically this would be easy to implement, but you don't consider the floors design ramifications. Basically, portal system will be thrown to hell with such a decision. So no thanks, I will stick to a basic Next/Previous Portal approach - since most Dungeons up to 10 floors (endgame ones up this to 16 and eventually 20), having 2 portals per floor (one up and another one down) is the most compact and effective approach), and it is already implemented, check the videos on the Dungeon Movement implementation for additional details if you're interested.
I had never seen it but great work omg bro hypee!!
cant wait for this
🎉🎉🎉🎉🎉🎉🎉
i love digimon world, especially DW 2
Awesome.👍
man this looks awesome, may need a bit more polishing for text boxes (seems kinda off for me) but overall amazing work. didn't even know someone was remaking this gem. kudos
♥♥♥
man this is so sick
MAAAAAAAAAAAAAAN! DO IT!!!!!
good work!
Hey! Congratulations on the remake! I was just thinking about the bosses scaling with the party's general level or something in order to maintain the game's challenge level.
Also, I liked the new combat song, but also missed the old one 😅 what do you think about the possibility of toggling on and off the old soundtracks?
Thanks. The game will have a range of soundtracks for the Battles, including the original soundtrack - there will be multiple Wild Encounter themes, Boss Themes, Colliseum Themes, NPC Battle Themes, etc.
As for the scaling - that's a hard no, beause this breaks the whole spirit of classic jRPGs - it's much better to make Bosses such that they require some minimal leveling, but also allow more casual players to grind additional levels in order to feel safe - this is actually a good way for players to control the game's difficulty themselves. Scaling in this case becomes a dangerous self-governing crutch that does not allow any of the aforementioned things happen, AND it does not allow to adjust difficulty in any meaningful way. I've worked way quite a lot with game designers at this point in order to understand this and to not make this mistake.
@@MaskedLongplayer
holy based
@ wdym?
This is sick dude.
I honestly prefer the original line about boss floor. IIRC zudokorn says “tamer hunch” since it became pretty obvious the more you play
In my opinion, it should be actually stated more directly here, since this is a tutorial, and later in the game it was always a common problem for players to accidentally step into boss fights unprepared and get a game over.
@ thanks
Wow, nice work! Hope you will remake whole game like that. When you will give it to public please?
No set data for now. I'm still at tech-demo / proof-of-concept stage.
@@MaskedLongplayer I see a ton of work is needed, keep up in good work with this project
Looking good! I have a tool to get rid of the pixelated portraits if you want new or updated portrait images seeing as everything is smooth the pixelated portraits look outdated, you can smooth out the portrait frames or create new ones with AI, i just tested it and it looks good and at a higher resolution
I'm actually planning to replace them with full 3D renders in the future, these ones were always meant to be placeholders anyway. The de-pixelization would be great, if not for a fact that there are new NPCs/Bosses are planned for which there are no original portraits.
This dude keep updating, how far will this go, hope bandai not make excuse to stop this hardwork, make different some ripoff no problem as long you keep this my man, good job ❤
When can we expect the final version?
Too soon for such predictions, but I'd say about 2-3 years.
@@MaskedLongplayer ok, it's looking great.
So the bosses will be inmmune to motivation down and confusion like in the OG?
No ass-pull boss-exclusive stuff this time around, though some types and personalities (accessible to player too) will shake things up.
@@MaskedLongplayeryes that's the problem. In OG, Boss or Mini Boss have immunity by making any skill with Motivation Down (Ocean Love) and Disruption (Giga Scissors Claw) always miss. Also Venom Infusion cause the game Freeze
List of problem in game mechanic
Motivation Down and Distuption against Bosses always miss
Parameter Up (Re-Format) and Down (Zen Recovery) Removal only work for 1 turn
Thunder Ball bug hit and paralyze all foes
Shadow Scythe supposed kill when interrupted by Chrono Breaker still continue but become Random Target
Elemental and Effect Infusion can immediately waste in next turn
Invicible and Kongou felt rather wasteful as it need to get it's turn first and immediately run out when entering next turn. I think maybe it's better if Invicible gain speed boost to cast faster while Kongou (self cast) allow user to be Immune for 3 turn up to 3 times in total
@ There are no problems whatsoever, because this remake is implemented and balanced from scratch, and there are a lot of mechanics that enrich the Battle System and alleviate a lot of cheesing problems the original had by simply going in another direction.
For instance, all Targetting problems were already fixed on at design phase of the Battle system, so all those problems are void now. Giga Scissors Claw / Venom Infusion/etc. not working on bosses is no longer the issue, they work properly. Is it the cheese? Definitely no, there exist many moves that cannot be interrupted or countered by the sheer way of their nature, which can be used by Bosses too, so it's totally okay. Severe Status effects can too be applied on Bosses now, but, for instance, Fire-type Digimon are immune to Burn status, for both Player AND Bosses, so that's a good way to plan certain encounters from design point. Also, unlike in original, Confusion can be worn off as soon as next turn (again, for both Player and Boss Digimon), and that's exactly why it's now possible to use it on the Boss - everyone is equal now. That's the true balance, and not a set of crutches that the original game used.
nice project, will there be any voices? i miss it
There will be grunts (like in Digimon World 1/3/4). Voices aren't an option since the original ones are low quality, and there's no plan to re-record any of them; besides, there are new Moves planned, for which voices would need to be recorded from scratch. Again, there are no plans for it.
Hey, could you mention trap in dungeon next episode when in map gonna be alert or wave electric and brick walls
Traps are going to be showcased when they are implemented. Which is NOT in the next episode.
amazing! look I have few suggestions do not make it a copy of the old game maybe you can change the story a little bit to make it feel new and to add surprise factor also in the old game the boss was immune to all debuffs lastly even though this one might be difficult to make. in DMW4 there was 3 levels normal hard very hard maybe you can think of applying same method in here and also maybe with each level we will encounter different bosses with different strategies just a suggestion of course I am not expert on how hard it is to apply these suggestions that's why they are just suggestions either way you are doing great job and I really wish you all the best man!
So, you are back?
Yeah, I think I'm back.))
when will this be out?
Can't say for now, probably in 2-3 years. Depends on my free time amount.
looks amazing, how can we play it?
You can't for now, it's a tech demo of the work-in-progress project.
gazimon gizamon but its biyomon?
Those are setup to eventually become the Digimon that originally were there, down to the stats. They just use Biyomon models temporary, since the content is to be added later.
The goal here was to showcase the technical Boss-related functionality.
When release😢
No set date for now, we're at far too early stage in development to even plan something like that.
is there any way we can play this game pls?
Not yet. It's a work-in-progress.
Man... Is It true?
Omg!!
If you mean the project - then yes, it's real.
This game looks so bad lol
And i like games with worse graphics than this, like aydin chronicles for the n64.
Sorry, I didn't get what you mean. What looks bad?