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Update : Dymino Monsters.

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Stormyknight1976
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Joined: 04/08/2012
New area created.

This new area so far has ten places to venture through. For now I haven't decided where to put it.

Its quite hollow.

Happy hunting.

Stormyknight1976
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Monster update

In the last two weeks, we have created 14 new monsters. 7 of those new monsters will be in the Seaof Opsis chapter deck. The other seven new monsters have not been categorized in any chapter deck yet.

We also playtested the game with the new tile layout formation that fits the game's theme. In the rule book I will include the old style tile formation and the new style tile formation to show how the game has progressed but also allow players to choose from either style tile formation to suit them during gameplay.

Happy hunting,
Stormy

Stormyknight1976
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Sea of Opsis chapter deck

Last night I stayed awake to complete the rest of the descriptions of the 45 prototype cards that were left, removed 8 cards that didn't fit the theme but created new names for these cards. We will add more Sea monsters and creatures to make the chapter deck a full 100 but sixty cards is good for right now.

Stormyknight1976
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World premier color play mat

I just updated the prototype artwork here on the forums for the World premier colored canyon prototype play mat.

Stormyknight1976
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Spear skill technique

I completed the spear skill technique list last night. Will be working on the prototype cards tonight. There are 60 cards for each weapon skill techniques. Hammer, Spear and Sword lists are completed. On to the next set. The Claws skill technique set.

Stormyknight1976
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New update:

I completed the claw weapon skill technique list within 24 hours. Players are allowed to use four skill weapon techniques with their basic character ranking skill techniques ( four in all ) or how ever the player chooses. Four basic ranking skills can be used or the player can use rhe weapon skills techniques of four cards.

Now on to the next weapons.
Flail, whip, brush, book, crossbow and arrows, Axe, Shield, Daggers and Fan weapon skill techniques.

Stay tuned.

Thank you all for the on going support of the views, feedback and following on this long adventure in creating the fantastic world for Dymino Monsters.

Thank you bgdf.com for this wonderful game site.

Happy Hunting,
Stormy.

Stormyknight1976
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Dead Dream Chapter Deck

Last night I finally completed the newly revised Dead Dreams chapter deck. Created 35 new dead monsters on the list. Now just to get the prototype deck completed. Which this won't take long to do. I also took out 15 old monsters / creatures of this deck because these cards were not needed and they didn't fit the theme.

New update: Sunday 2:58 am

With new monsters,spirits, apparitions redesigned descriptions for the newest cards after taking the old ones out and thinking and taking time with this deck in the last three weeks, I can finally say, Dead Dreams proto type chapter deck in index cards cut in half is truely complete this morning.

These dead dreams new descriptions with its point system is really interesting.

And now finally on to work on the Haha Valley Island prototype chapter deck and Pirates of the Doom Setter chapter deck that will be in the set of The Sea of Opsis chapter deck.

Happy hunting.
Stormy.

Stormyknight1976
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Dead Dreams chapter deck

Truly complete. Please read previous post with newest update. Will post a picture of prototype Dead Dreams in prototype artwork later today (Sunday).

Stay tuned.

Happy hunting.
Stormy.

Stormyknight1976
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World premier prototype chapter decks completed

I uploaded the picture of the completed prototype chapter decks in the artwork section.

More updates to come.

Stormy

Stormyknight1976
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New update:

At 3:30 a.m. this morning, I completed the Outcasts of Dahanamar prototype chapter deck with the 60 cards of descriptions. Chapter deck design is from 2012 - 2016.

I was also going back and for with this chapter deck to complete as also with HaHa Valley Island.

HaHa Valley Island still has 39 cards to be filled from our universal monster list to fill out the HHVI chapter deck.

Happy hunting,
Stormy.

Stormyknight1976
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Update.

https://m.facebook.com/groups/1451995578424251?view=permalink&id=1571559...

Please click on the link above to see the prototype chapter decks that been completed for the game Dymino Monsters. There is more to come on our list.

Happy Hunting.

Later tonight I will replace this hyperlink with a more stable post.

Stormyknight1976
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New update:

This morning I have removed 14 cards from the prototype chapter deck: HaHa Valley Island.

In other news:

HaHa Valley Island prototype chapter deck is now complete with the descriptions this morning at 4:25 a.m.

Happy Hunting.

Stormyknight1976
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Brand New update:

The last few days a brand new mechanic came to mind and I thought about it. Earlier tonight, I set in motion that brand new mechanic. It occurs during combat.More updates on this later.

Happy hunting.
Stormy.

Stormyknight1976
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New update: New game mechanic

Last night I started working on the first four of ten prototype sets for the new game mechanic during game combat. This morning after waking up, I completed the first four prototype sets.

After all ten new game mechanics are complete, I will then add 16 more of this game mechanic to King John and his Generals of the Blue Protectors battlions and to Emperor Dygar and his Generals of the Gray Dominators sets.

This should be a few days this week to complete. During this I will be working on the weapon skill technique cards for each playable hero character. Then to playtest these cards during solo and co-op and multiplayer campaigns.

For the villians. I might come up with some weapon techniques for them ti, but will be away off from what is now in the works.

Happy hunting,
Stormy.

Stormyknight1976
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New update:

The first prototype Weapon Skill Technique Set of 60 cards is complete tonight. This set is for our playable male archer hybrid. Half reptile, half lion.

When players level up their characters the next weapon skill technique set will be available to them allowing players to make more precise attacks and defense of their choosing.

Players can combine their normal base character attack with their weapon skill technique set per level up to max of nine cards. But characters at level 1 rank can only use up to 4 cards out of their first set. It all depends on the weapon skill technique a character has to start with.

With higher levels of ranking, players can mix up their weapon skill techniques how ever they choose to over come the threat on the field, in a tunnel or sewer or where ever the journey takes them.

More weapon skill technique sets to complete.

Stay tuned.

Happy hunting,
Stormy.

Stormyknight1976
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New update:

The new Warrior Weapon Skill Technique prototype 60 cards and list was complete this morning at 4:00 a.m. and added the new game mechanic with this pack.

Happy hunting,
Stormy

Fhizban
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hey stormy, Im following your

hey stormy,
Im following your updates since a long time, we "met" on facebook as well in the past. Its really a big project and kudos goes to you for sticking to it so long. the only problem I have:

there are no rules or real cards or mechanics....anywhere! you post update after update and I know your facebook group as well, but until today I have absolutely no freakin' clue what your game is about!

cheers
-fhiz

Stormyknight1976
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Hi Fhizban,

Thank you for the great feedback.

Dymino Monsters is a high fantasy steampunk novel customizable card game. Basically a lcg format game. But the only difference is that from our game and a lcg format game is :

Dymino Monsters allows you 80 different cards to choose from for player absolute customization deck building from all of the chapter packs to play on any of the location playmats and you as the player do not need three cards to combine to do one action as in a lcg format game.

So in our first novel, there are 31 chapters. 31 chapter packs to mix up after all of the chapter decks are out.

Six playable character cards will be available with their own set of weapon skill techniques while leveling up. Our six other playable characters will be revealed in the next novel of our franchise. So that makes 12 playable characters in all.

Playable character race are from human, foxerian dwarf, reptileon, minotaur, archive soldier, mechanical wolf, mechanical knight, rogue, sub giant, tog, mimic artist and minogryph.

Dymino monsters is also a RTS / Turned based. Players do not need to worry about action movement points to move around the playmat field. Movement is free action and characters move from one to two spaces depending on card text.

For the game mechanic. Thats simple. Its in the name of the game. Lol. Yep. I am being cryptive.

No real cards. I understand. Finacially, I don't have the money yet to pay for the artists I have on our facebook pages. So I have been researching artists profiles and have talked the members on our facebook pages. They don't mind helping out even for 10 dollars to 25 all the way up to a months salary so they can live to. I won't have the artists work for free. Support the artists.

I and my very small team of playtesters / monster creators have along way to go before the project has been finalized. Financially that is.

Playtesting. You bet ya. Lots of playtesting. 3 a.m. phone meetings, about box design, artwork, chapter deck design forvwhat the theme will be about. The list goes on and on. So that is why there is no rush to get the game out. This is why there are just updates.

We thank bgdf members for the ongoing support with the tremendous feedback and huge following.

The rules.

Simple:

Deplete the opponents cards to zero. That is just one varient in the dualing system designed for this game.

The attack and defense are simple add the four numbers for attack in attack mode, add the defense numbers in defense mode. If the defense number is higher than the attack the defending card stays on the field. So does the attacking card. All weapon cards used in attacking and defending goes to the discard pile. The opponent from defending can return the attack. Players can bluff the opponent by making them use up the max tiles in attack or defending. We will show that in a video later.

Playmats are also geomorphs. Some locations have lower areas to come back to. Players will be able to find new areas for leveling up or gaining new weapin skill techniques or world treasures. This broadens the game world for more replay value.

In simplist terms. Dymino Monsters is like playing a rpg video game but in a heavy card format with playmat locations.

All of this information may be vague, but its all there.

Players will uncover more clues during a few of our chapter decks that have puzzles that will tie into our novels. Combining cards to gain higher or lower access to new locations during game play. Also clues and puzzles from both novellette franchise will intertwine.

Our first novel collection features Dymino Rygar the son of King John Rygar. Dymino is our main protagonist. In the second novellette franchise will feature a female protagonist.

With updating all of our pages and the views, we were not expecting such a grand view base. We are in it for the passion of designing and updating every two to three weeks gives us and the viewers to see what is next for the on going development. We're just as stoked to see how this game has changed and developed.

Thank you all once again.
Bows respectfully,

Stormy.

Stormyknight1976
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New update:

In eight hours, I finally completed the next set of the prototype weapon skill technique pack. I started last around 8:30 ish and to 4:35 a.m.

60 new weapon skill technique for the Spear weapon for our Minotaur cards.

Happy hunting.
Stormy

Stormyknight1976
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Brand New update:

Weapon skill technique lists:

1:The claw weapin skill technique list was completed in December of 2015 and a few nights ago I finally got to work on the prototype cards. It is complete but with no name yet for the our playable character the Mechanical Wolf. Possible name at the moment is Ray by my nephew who is also part of the monsters and creature list team / playtester. The mechanical wolf is also made of wood and pully string systems with a steampower chamber located in the chest.

2: The Sword weapon skill technique list and dagger fan weapon skill list are half way complete need to fill in atvleast 30 new technique for each list.

Happy hunting
Stormy

Stormyknight1976
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Brand New update:

This morning I added two pictures in the prototype album of the hand colored playmat Burrow Tomb that connects to Road To Tylune playmat.

Onto coloring in the next prototype playmat: The Cave. No name yet, but it does have and exit and entrance on this playmat.

Happy hunting,
Stormy.

Stormyknight1976
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World Premier of our Prototype Cave Playmat

Please take a quick look in Artwork / prototypes to see the World Premier of our Prototype Cave Playmat for my game Dymino Monsters. Black pen drawn then hand colored. No name yet.

Happy hunting,
Stormy

Stormyknight1976
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Brand New update:

12:48 a.m. April 20, 2016

The knight weapon skill technique prototype list and its index card deck is complete. Now to playtest the five prototype sets of weapon skill technique decks. Now on to work on the remaining 7 weapon skill technique decks for the 7 playable characters.

This will be a total of 12 weapon skill technique decks with 60 cards each.

Happy hunting

Stormyknight1976
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Brand New update: Multiplayer campaign

Last night we played the multiplayer campaign. 4 players. The creator played the Knight, one playtester played as the warrior, one playtested the mechanical wolf, the last playtester played the archer.

In two hours we took down 35 monsters out of the 80 monster card deck. Fast paced, all players played at the same time. Monsters do attack and defend as well.

Last nights multiplayer first playtest was a success. We played on the Road To Tylune playmat.

Happy hunting.
Stormy

Stormyknight1976
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Two Year Anniversary

Today marks the two year anniversary of Dymino Monsters post. We thank you all for the on going support, views, feedback / comments on this ever growing game. We will be playing some more multiplayer campagin tonight on the Road To Tylune playmat and on the open Battlefield playmat.

Happy hunting,
Stormy

questccg
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I know how you feel...

At least I think I do... It's almost been three (3) years that "Tradewars - Homeworld" has been in development. All that time invested in A> Trying to find a publisher, B> Taking the time to build a community.

And all that comes to fruition this month - where I will have a Game SURVEY and see how many people respond.

To be honest, I think the community is rather small. I might only get 10 or so people to complete the survey. And that's okay because next month I will be contacting everyone else who did NOT complete the survey and of course ask very politely if they can fill out the survey...

From my standpoint of view - it takes time to put out the game (artwork is costly, having the right design takes time, etc.) and you get to the point where you say: "Man, I hope people will PLAY this game!"

You put in so much time - and you wonder if it is for nothing or not.

Things also take time such as reviews, rulebook tests, art tests, etc. And months go by at a time... and you wonder how much longer before your game gets made and sold.

At least that's my take.

If I was world-building maybe I could spend like 10 years making a world with all kinds of material and short articles, etc. Which is probably more up your alley - since you are creating all kinds of material for "Dymino Monsters"...

What is your "go-to-market" strategy? Find a publisher, self-publish with a limited run, Kickstarter, etc. Just curious.

Anyhow wish you good luck in making the game a REALITY...!

Stormyknight1976
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@questccg

Self publishing.

Congratulations to you as well on your three year game production anniversary questccg.

I didn't expect to take so lobg on Dymino Monsters from when the idea came to me. But seeing of coming up with new and original monsters, I didn't want to use the materials already out during the year of production and previous years of other sources already on the market. So I put the game on the shelf for two years. But kept thinking of different monster names. At the time of the original design, I did have 28 original monsters.

It wasn't random enough during the shuffling of both piles. And the game mechanic was also being worked on.

In 2007, the game mechanic was finalized for the game.

Other than that, production is still going but at a medium rate.

Stormy.

Stormyknight1976
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Brand New update:

Last night I came up with fourteen new monsters. Some are ground creatures, apparitions, and a few flying creatures. I will be working on some today and re-edit the rules for each playmat being used in the game.

Other details:

1: Stardusk Pirates: Voyage of the DoomSetter will be added to the Sea of Opsis chapter deck.

2: The other seven weapon skill technique decks are still being worked on.

3: New playmat designs are also in the works for this week.

4: The story of the game has not been written in awhile. I have been thinking of writing into a script version than story book version. This will be alot faster to write than to wrote a full novel out. Still thinking on that decision.

5: Re-editing game rules.

6: Planning on a public playtest in a few weeks. So this is why the re-editing the rules for the playtest.

Stormy

Stormyknight1976
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New update:

1: Two weapon skill technique list out of the seven are nearly complete

2: Drew pre-production prototype playmats before drawing the actual prototype playmats. This is includes three pre-production playmats.

3: Its been slow on this project due to other projects in the works the last few months.

Stay tuned for more updates.

Happy hunting.

questccg
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Other projects, huh?

Stormyknight1976 wrote:
...3: Its been slow on this project due to other projects in the works the last few months.

I didn't know you had other projects on the go! Care to share some of them... would be curious what you are up to... I think Dymino Monsters (DM) is one BEHEMOTH of a project ... so I thought you were 100% dedicated to the evolution of DM.

Do tell us in another thread your other game designs/ideas! Aside from DM of course...

I myself am focusing on "Tradewars - Homeworld" (TWHW) since we will be launching the SALE on Monday 18 July 2016. That's right, you heard it HERE FIRST! Just some last minute corrections and the game will be ready for sale.

I am also "actively" (When I get inspiration) working on "Quest AC 2"... I've really got some novel ideas on how to design and play a FUN "Set Collection" game... I was inspired by someone suggesting a game as a "Journey". That made me think about "Quest AC 2" and that I wanted it to be more about storytelling.

I'm also thinking about spending some time working on PHP to do some basic HTML forms to do a Login/Create Account sort of webpages. This is to maybe work on a web-based "Video Game"... I might as well find some time for this...

So me too, I'm diversifying! :P

Didn't want to hijack your thread... But figured since you started talking about "other games" ... I'd ask what they were - and I figured I'd share with you an update too!

Like I said it, you're hearing it FIRST HERE (on Stormy's Thread) that TWHW will go on SALE as of Monday 18 July 2016!

Cheers Jesse.

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