Since a new version of Baston is being worked on, I would like to share some ideas that could be implemented in the game.
Graphical Improvement: I think it would be great to work on improving the game's interface to give it a unique aesthetic that differentiates it from Dragon Ball Devolution. Here are some examples:
Game Modes such as:
Arcade
Mini-games
Daily challenges
Online battles
Challenge mode
Adventure mode
Boss fights
Original Story Mode: It would be amazing for the game to have its own story mode with original characters for the game.
Bosses: I believe that adding powerful enemies with more health that cannot be controlled by players would greatly improve the gameplay. There should be a boss editor to create your own bosses and share them with other players. There would be three types of bosses:
The Powerful Boss: This would be the strongest, most resistant, and most powerful; its attacks would be close-range.
The Shooter Boss: This would be less resistant but would launch powerful attacks.
The Mixed Boss: This would have the qualities of the others but with less power.
Skills like Combos in Battles: I think this is one of the most common skills in fighting games.
Final Attacks to Characters: Each character would have a final attack that quickly consumes a lot of health when charging enough energy.
Summoner Ability: Characters with this ability can generate troops that attack the enemy. There would be three types of troops. Here’s an example:
Small Slime: Can generate a maximum of 15 troops and does little damage.
Medium Slime: Can generate a maximum of 5 and has more health, more resistance, and more damage.
Large Slime: Can generate a maximum of 2, has more health, is more resistant, and does a lot of damage, but generating them consumes a lot of energy.
Support Characters: These would not be playable and would only be used to attack, heal, freeze or recharge our energy.
Music and an Editor.
Animated Backgrounds.
Attack Editor: Where the sprites of the powers can be edited.
Aura Editor: Similar to the previous one, an editor where the type of aura characters have can be modified.
Difficulty Levels to the Game:
Achievements System: This is not as important but still helps improve the gaming experience. A rank would be placed depending on the experience gained with the number of achievements and challenges completed.
These are some of the ideas I have for new things that could be added to the game. I hope you liked it 😛
"Graphical Improvement: I think it would be great to work on improving the game's interface to give it a unique aesthetic that differentiates it from Dragon Ball Devolution."
If I may chime in, I disagree somewhat.
The main draw of BASTON is the fact that its roster is entirely player-created. You can create or download your own fighters and backgrounds that are developed by the community. That will lead to wildly different artstyles, levels of skill, and professionalism. As such, the basic in-game content looking overly-stylized might be bad, and might make things look disjointed.
Obviously, I think the in-game content should look good, but I don't think the bar should be set TOO high, if that makes sense? I think keeping it somewhat generic in style could help blend together all the other styles that would coexist within the game.
And given how much fan-content has already been made for the game, I don't think the new BASTON should upset that too much. For example, the portraits next to the health and energy bars. The current portrait sizes are perfect to show off the face of the characters, but your suggestions for thinner, more horizontal portraits would make all the current characters incompatible.
An "add this, do that" list? It's been a while...
First off, bravo for the effort of drawing little pictures—that's very nice, I like the boss gauges. But let me clarify something: remaking BASTON isn't about simply adding things. Adding things to something that fundamentally doesn’t work won’t magically make it better. The core of the game isn’t interesting—this is well explained in the devlog. And no, I won’t release the source code. It’s a tangled mess, with endless layers of “add this, do that” which make it impossible to understand, nor maintain. The purpose of remaking BASTON was to preserve the "build my own stuff" spirit while reworking the gameplay entirely from scratch.
As for that gameplay rework: everything is on hold. This summer, I received some kind of anonymous petition from so-called "bastoneros fans" who weren’t happy with my rework and would rather “add this, do that” me to death, without even understanding why I can't do that (see previous paragraph).
On top of that, I’ve been:
So for now, your “add this” list stays here. I’ll look at it again when I have the time, the will, and the moral support to continue work on BASTON. I’m not known for making bad games, and when I return to it, I’ll make sure it’s not just another Dragon Ball Devolution broken clone 😉
"An add this, do that list?"
I don't think I explained myself very well, it is not a list of add this, do that, it is a list of suggestions of ideas that could be implemented in the future, my opinion is not an absolute order nor do I aspire for it to be like that, I simply want to share ideas that according to my completely subjective vision of what the new Baston could be like. I know very well the work required to program, design and animate a game from scratch, it is a process that requires time, dedication and commitment, things that are quite hard to have in adult life. I apologize if my post is interpreted more as an order than a suggestion.
This is a game that has given me many good moments in my life and I would like more people to be able to enjoy it like I do in their time.
Your list is better without each line starting by "Add". Thanks for editing it 😉
It did not express the main purpose of the publication. 🙂
A New Beginning
It has been several months since my last post with ideas for the new Bastón, and I acknowledge that many of those proposals might be considered outdated today. At the time, I was not yet familiar with the turn-based combat system the game has adopted. I must admit that, initially, I felt somewhat confused about how the original mechanics could adapt to this format. However, as I better understood the direction the game is taking, I realized the great potential this turn-based system offers. Therefore, I would like to share some new ideas that, in my opinion, could be interesting to implement in the future.
Note 1
Based on my previous post, it is important to clarify that these are just ideas that—in my completely subjective opinion—would enhance the game. You may agree or disagree about whether they are good ideas. 😁
Note 2
From time to time, I will add conceptual images for some ideas, elaborate further on each concept, and include new ideas that come to mind in the future.
With all that said and clarified, let’s move on to the ideas.
New Interface
This point was mentioned in my previous post, but I don’t think I explained it clearly. I believe the game could benefit from a more modernized selection interface that aligns better aesthetically with the game’s overall concept. This is purely about presentation and likely won’t significantly impact gameplay beyond visual appeal.
New Health and Energy Bar Designs
Related to the previous point, with the turn-based combat system, I think health and energy bars like the following would work well:
REFERENCE IMAGE
This design would better visualize damage taken (since attacks could remove 1–6 health bars depending on the attack type and character). For the energy bar, players could choose to recharge energy each turn (max 3 energy per turn). After selecting "Recharge Energy," the turn would pass to the next player.
Turn-Based Movement
If I understood correctly, movement would work similarly to Angry Birds. Additionally, players should have the option to move via keyboard/buttons (like the previous Bastón version), but if they choose this method, they could only take 10 or more steps per turn.
Combo Strikes
This mechanic would balance characters who cannot use energy attacks. When two characters are at close range, selecting this action would require pressing a series of button combinations. Successful execution would deal significant damage and knock back the opponent; mistakes would result in reduced damage and knockback.
Long-Distance Movement Skills
Teleportation: Characters with this skill can teleport to cover greater distances. Each teleportation point costs 2 energy bars.
REFERENCE IMAGE
Flash Step: Allows characters to move farther on flat-surfaced maps.
REFERENCE IMAGE
Super Jump: Self-explanatory.
Character Classes
Classic turn-based roles (melee, ranged, support, tanks, healers) could be expanded with three new classes:
Summoner Class: As explained in my previous post, summoners could control their summons (one per turn) but with reduced damage and fewer moves for both summoner and summons.
Builder Class: Characters create platforms and walls that withstand 3 attacks (or one powerful strike).
Portal Class: Can create portals to redirect attacks or players. Portals last 4 turns.
"Last Breath" Mode
When a character’s health is low, they can activate "Last Breath," dramatically increasing damage, movement range, and energy recharge for 5 turns. Afterward, their stats plummet, and they lose health each turn.
Soul Collector
Randomly during a match, the Soul Collector may appear to offer a player a pact: enhancements in exchange for sacrifices. Examples:
Fully recharge energy in exchange for losing health over 4 turns.
Boost damage but lose jumping/flying abilities for the rest of the match.
Fully restore health but weaken the character.
Players can disable this feature in match settings.
Story Mode Cinematics
For the story editor, adding images alongside narrative descriptions would enrich the experience.
Boss Battles
A mode where up to 3 players team up to defeat a boss. The boss has high damage, health, and resistance, and takes 3 turns per round (after each player’s turn).
Monster Mode
Players compete to defeat the most monsters on the map.
Background Editor Improvements
Allowing animated backgrounds and a layer-based editor for easier customization.
Trap Zones
Specific map areas inflict negative effects (e.g., poison, paralysis, or damage per turn) if stepped on.
REFERENCE IMAGE
Curses
Destroying map objects (statues, monuments) curses the player with map-specific effects for several turns.
Support Characters
Non-playable characters summoned to heal, attack, or create barriers for one turn.
Ultimate Attacks
By maxing out energy, some characters can unleash devastating attacks at the cost of all their energy.
These are all the ideas I’ve come up with for now. Thank you for reading, and I hope you liked them! Any feedback is welcome 😁.
Hello Nikrø,
I merged your two topics to keep everything in one place, making it easier to follow the discussion.
I read through your suggestions, but I honestly have no idea what you're talking about. The "turn-based" system you mentioned was actually designed to be more action-oriented—playable on a touchscreen, with each player using their own device and all actions resolving simultaneously.
However, this version of the project was canceled 8 months ago. Everything is explained in details here:
https://www.txori.com/baston-rebirth
I'm taking time to write that... And I genuinely hate people not reading.
Baston "Rebirth" has since evolved into an action game where all fighters battle in real time. The development is explained here:
https://www.txori.com/forum/viewtopic.php?id=4680
I'm rewriting everything from scratch, focusing on refining the core gameplay rather than following a long list of feature requests—since that approach contributed to BASTON's downfall in the past.
Since you’re creating great fighters, I’ve given you GOLD access to download the current alpha. This way, you can experience the game firsthand, and if you have feedback, it would be helpful to focus on specific aspects rather than broad suggestions like "rework the user interface."
Looking forward to your thoughts on the Camera / Control / Character.
I think he misunderstands the game mechanics a bit lol. How embarrassing!
I'm going to have to reorganize my ideas a little and I'm going to inform myself a little before giving wrong ideas.
Thank you for giving me the GOLD subscription 😁 Any error or detail you find will be notified to you so you can correct it.
Thanks and sorry if I'm a bit insistent about redoing the interface 😛
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