Hello everyone! I've been lurking around here for a while and I'm finally announcing my own project: Calcumon Pi for the Ti83+ & Ti84+!
The game will be similar to Pokemon (as the name would suggest). However, instead of the battling entities being creatures, they will instead be mathematical terms and symbols. For example, Pi and e will be the two legendary Calcumon, as they are both infinite numbers. i, being an imaginary number, would be the pseudo legendary. The Calcumon types will consist of Sine, Cosine, and Tangent in a sort of Rock-Paper-Scissors style system.
So far, I've planned out the 26 total Calcumon that will be catchable, as well as each's type. The combat will be turn-based, much like the Pokemon games themselves. There will be a Single-Player where players can attempt to capture Calcumon within their calculator and a Multi-Player where players can battle each other's Calcumon.
Besides that, very little has been done programming wise. I'm still debating whether to make the game in BASIC, which I have been using for several years now, or move to AXE. The biggest dependent on this decision is the ability to program actions with the link cable. I really want to allow players to battle each other using the link cable (maybe even trade Calcumon later down the line). While BASIC's method of link cable communication is difficult, AXE's isn't. Yet having to learn an almost entirely new language in order to do link cable communication doesn't quite seem worth it to me. If anyone could help with this decision it would be very much appreciated.
I have made the main menu for the game in AXE. While not a lot, it has definitely helped me with learning AXE.
The game will be similar to Pokemon (as the name would suggest). However, instead of the battling entities being creatures, they will instead be mathematical terms and symbols. For example, Pi and e will be the two legendary Calcumon, as they are both infinite numbers. i, being an imaginary number, would be the pseudo legendary. The Calcumon types will consist of Sine, Cosine, and Tangent in a sort of Rock-Paper-Scissors style system.
So far, I've planned out the 26 total Calcumon that will be catchable, as well as each's type. The combat will be turn-based, much like the Pokemon games themselves. There will be a Single-Player where players can attempt to capture Calcumon within their calculator and a Multi-Player where players can battle each other's Calcumon.
Besides that, very little has been done programming wise. I'm still debating whether to make the game in BASIC, which I have been using for several years now, or move to AXE. The biggest dependent on this decision is the ability to program actions with the link cable. I really want to allow players to battle each other using the link cable (maybe even trade Calcumon later down the line). While BASIC's method of link cable communication is difficult, AXE's isn't. Yet having to learn an almost entirely new language in order to do link cable communication doesn't quite seem worth it to me. If anyone could help with this decision it would be very much appreciated.
I have made the main menu for the game in AXE. While not a lot, it has definitely helped me with learning AXE.