QoL in Monster Hunter Generations Ultimate

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Scarlet

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Hi folks!

To give you the full story here, I'm using Claude to port Monster Hunter Generations Ultimate to other platforms. It's mine and my friend's favourite Monster Hunter game, and he didn't want to get his Switch out to play it again. Given how good AI is I figured I'd try to make a port, and it's pretty solid already. Saving works fine, multiplayer on a local network functions, and I've gone through village 1 star with no bugs, so my focus is shifting a little to the kind of quality of life I'd like to see in the game. It's an interesting area for Monster Hunter in particular so I figured I'd open the floor up to others who have played a bunch.

What do you think would be good quality of life improvements for Gen U that don't necessarily ruin the larger spirit of the game? It's a game with a very particular balance, so I'm curious for opinions.

Things I already have that are to my personal taste:
  • Higher resolution rendering
  • Different aspect ratios
  • Increased framerate
  • Infinite stamina + faster movement speed on gathering quests only
  • Unbreakable tools
  • Higher stacks for non-consumable items (could maybe be abused for more items via crafting but avoids frustration of running out of space on gathering runs)
Additionally, for Android builds only I also have added some dual screen stuff to play nicer on my Pocket DS
  • Quick warps and access to item box (including equipment) anywhere in the villages
  • Map, quest objectives, and quick access to item and delivery box when on quests
    • Delivery box is a little dubious in making egg quests easier... but nobody likes egg quests? Could make specific rules to disable delivery box shortcut on such quests though, unsure
But that's where I currently stand. Screenshot below just to give you an idea of the current state of things on my Pocket DS.

1791725822603.png

No current plans to release this at the time of writing. It's about as vibe coded as you can get, and though I did give it a fair number of rules around licencing and the like when using other open source projects, it's something I'd want to better look into and understand before thinking about putting it out there. Not especially interested in the great AI debate here, more what fans of Monster Hunter would deem to be positive additions to make the game more enjoyable, and maybe a step too far.
 
Maybe you could add key quest markers and damage numbers, I hope to see more about it.
 
Maybe you could add key quest markers and damage numbers, I hope to see more about it.
Key quest markers I have already done, though I do still have it on the list to do key quest requisite markers too (eg the village requests that lead to the fabulous four key quests appearing).

Things like damage numbers and monster health are controversial, but probably worthwhile all the same. I'll pop some screenshots below for how things look at the moment. Of the quality of life options listed, everything but faster respawns for small monsters and no knockback after quest ends are in.

gen1.jpggen2.jpggen3.jpg
 
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Key quest markers I have already done, though I do still have it on the list to do key quest requisite markers too (eg the village requests that lead to the fabulous four key quests appearing).

Things like damage numbers and monster health are controversial, but probably worthwhile all the same. I'll pop some screenshots below for how things look at the moment. Of the quality of life options listed, everything but faster respawns for small monsters and no knockback after quest ends are in.
Looks good. Keep up the good work, and keep us updated on the progress—this is a really cool project.
 
this is amazing, thank you for your efforts adding all the qol . cant wait for more updates to come, also, is there a possibility to have a single player mode so large monsters HP scale to 1 player like in world?
 
Last edited by rookie04,
Key quest markers I have already done, though I do still have it on the list to do key quest requisite markers too (eg the village requests that lead to the fabulous four key quests appearing).

Things like damage numbers and monster health are controversial, but probably worthwhile all the same. I'll pop some screenshots below for how things look at the moment. Of the quality of life options listed, everything but faster respawns for small monsters and no knockback after quest ends are in.
Even if no health tracker, damage numbers are nice and not too telling of the overall battle situation
 
Even if no health tracker, damage numbers are nice and not too telling of the overall battle situation
Yeah I think I do agree with you here. I’d be interested to see if Claude could figure out something like that, it seems more complex than the other things I’ve had it do so far.
 
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So I think I found my new distraction for this project. Seeing all the videos of Skate in Call of Duty and the like, my monkey brain jumped to "how hard would it be to just have all the 4 Ultimate quests in Gen U?".

Only started today but it seems to have got the quest structure and a simple translation from one game to the other in. Obviously the more interesting part of this is seeing whether it can bring over the 4U monsters and maps into the Gen U engine though. I shall keep y'all posted on any leaps here.
 
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