That was my point though - with triggers, it kind of is. Pathing is never involved. Every area that's at some point accessible is painted green and this is never fiddled with. All you do is place down a couple regions and use 'soft-code' to keep players who don't meet certain requirements out of those regions. The animations really are your biggest problems here, and even then triggers have 'play animation X' actions.
That sounds fun to have +5 Levels gained to Trainers Starmon that came before the 10th Gym Leader like Trainer.
Rollback Post to RevisionRollBack
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
currently only planned HMs are Fly and Surf, both of which I think are good moves to have. You also pretty much won't need surf at all if you don't want to go explore the ocean or lakes, and you won't need fly if you're not exploring the other zones.
Problem with being able to do milestone trainers in different orders is that their order is preset and we would have to completely change the system I think to allow you to pick the order. What we could do of course is make a more general quest for one milestone trainer that does not either of the newly unlocked zones - Like doing something in the city for example - So you can pick which direction you go in the wild without there being a "wrong way"
We'll have to get more of our systems in place and finish with the basics (Like the moves and starmon) before we really get too much into how the story and progression plays out.
Well, Fly is a quick way to get around the map so I don't see why we shouldn't add that one :p As for surf, it allows us to add small secret areas or shortcuts blocked by water, and allows us to make a large ocean zone in which you can find majority of the water starmon and would probably serve as a good location for a legendary or some other special event. And surf is the only one that is difficult to make, mostly because of the animations required but I don't mind - I like the idea of a water zone far too much to leave out surf as an HM :p
Also, Mozareds jungle idea sounds interesting (and as you don't really need a special animation/model, pretty easy to make), so that may be a 3rd HM.
To clarify what I meant: Currently we have 3 zones that you are sort of "forced" through that go up to around level 20, and after that we're probably going to open up more than one zone/path, seeing as our map is sort of "circular" - The Arena is in the middle, you start off by going left but your path won't just be purely clock-wise. After beating the cave, we'll open the mountain area and the beach area, maybe even the power station. You can go to any of those zones, grab a few starmon, train a bit - You aren't forced into a specific zone for the milestone trainer quest, you can take whichever one you want. If you grabbed the water starter, you might as well skip the beach as you don't need water starmon. If you picked the fire starter, you might want to go to the power station to get something electric against those pesky water starmon.
Ofc, none of this is completely planned out yet. Still need to see if Zelda is able/willing to change the arena system somehow, but I doubt it (Might not be that simple)
I'll try not to put direct counters to the starters as the first 2 milestone trainers (Currently the first one is bug, second one is undecided for now, but it'll probably be rock, ground or ice), the third milestone trainer is level 35 already so you should have a well balanced team by then.
We're sorta undecided whether we should go with HotS assets or not. It would give us tons of new models and terrain textures/doodads to play with, but people who don't own HotS probably won't be able to play the map. We do have a lot of different biomes planned at the moment (grasslands, a forest, a cave, a mountain area, snowy/icy mountaintop, a sort of power plant, the beach, the ocean, a very large desert and a volcanic/fiery bit, but that may all change as we actually develop the map.
Also, for non-linearity/replayability we had that karma system planned which will allow you to play either a good guy or bad guy.
And yea, we're using banks to save all your starmon and so on, so you can (unfortunately for us) delete or replace that bank file. (The reason this is unfortunate is because it creates tons of security issues)
Sorry for taking forever to answer, it's finals week and I've barely done anything except study >.>
About the bank files- there's nothing we can actually do that will secure them properly. I've used the built-in bank security, and I've also encrypted the bank files with a few different encryptions. The problem is that no matter how much you do to protect a bank, a person can still just download your map and reverse-engineer the security. If any options become available for us to secure banks, I definitely will. Banks are just a file on your computer, so you can always just delete it and start the game over. It would be easy for us to add an in-game feature that does that for you, though. :)
Regarding the "is it a big deal" question- sort of. Say somebody was able to cheat their way to getting, say, 6 copies of the same max-level legendary pokemon. Then it's not fun to battle that player, and they would be able to trade that incredibly over-powered legendary with as many people as they wanted, essentially ruining any type of "ranked arena" we might want to do in the future. So it's bad, but there's nothing we can do about it.
I also agree with you that non-linearity is a good thing. The first zone or two are fairly linear as you'll be building up your team, but we plan to open things up more as time goes on. So you'll still need to fight the "milestone" trainers in the same order (at least for now, things might change), but after the first one or two things start opening up. For example, we've got our grassy bug zone, which leads to the murky forest zone, which leads to the road zone. Those three are linear, and you'll move from one directly into the next. But after that, we'll start opening up more than one zone at a time. So after the road (none of these are designed yet, I'm just using these as examples), you might be able to go to the beach, the mountains, or the haunted forest, depending on your team's strength and your personal preference. Once you clear the next trainer, that might open up the volcano, the desert, the old ruins, and the jungle. So you'll start to unlock "chunks" of zones, so that you can choose which ones you'd like to explore. Hopefully that'll give the player some variety and freedom, but if not, we'll fix it.
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Banks maybe hack-able but they still have to play online with your maps triggers, just add triggers that analyse Trade Starmon and Arena Starmon and if they are hacked there restricted from being used.
Take Pokemon FireRed for example if you have a Kabutops and Areodactyl in that game then you likely cheated one so exclude them both for that player, or say you have a Ninetails with all IV's (Individual Values [HP, Attack,Sp. Attack etc]) at 31 and EV's (Effort Values at/or over 85) then restricted it from being used.
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
The problem is that everything we check is in the bank file - If people are able to cheat in a starmon, why shouldn't they be able to bypass all the checks?
We'll definitely add in all sorts of checks, like certain IV totals being impossible and so on, but it'll still be possible to bypass those. Anyone who knows what he's doing will be able to get past all our security (Because our security would be forced to check information that the person is able to change to something "valid" anyway). There's one thing I'm rather worried about which is extremely easy to do for which we'll need to add in a lot of security, but I'd rather not say what it is as... Well... The best security is no one knowing about the weakness :p
Or making a successful hack insanely hard to achieve so the gain isn't worth it ;)
That's sort of what we're going for- I'll be obfuscating the map data once we're released to make cracking the bank much more challenging, or at the very least, time consuming.
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That sounds like Great Bank Security to me, you can't out right prevent someone from cheating all Starmon to Level 100 with max Stats. But you can make sure they are no Level 255 Starmon with above Max Stats like in Pokemon Red by programming in Limits.
Even Big Game Company's can't prevent cheating they can only limit it scope, in FireRed they improved there Cheat restrictions but you can still max out your Pokemon and have all the in-game items but you can no longer go over Level 100 (as Easy I think it is still possible but not worth the Effort like you mention in your post).
As long as you have made it so they can't be a 155 Times better than a legit Player, and can only be 1 Times as good then you did your job in my opinion.
Rollback Post to RevisionRollBack
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
Are you guys implementing exp sharing? Maybe it would be better to have the party gain exp instead.
The way I currently have experience working is, as far as I know, the same way it works in the real game (link).
The total amount of experience earned from the battle is divided up equally between all of the starmon who participated. So if you have 6 starmon in your party but only use 2 in the battle, the experience gained will be split 50-50 between those two. The experience received will have a 50% bonus if your opponent was a trainer.
Is that what you mean by experience sharing?
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That's definitely an interesting idea. But then each starmon would level fairly slow. Maybe we could implement an item that does something like that, where if it's held by any party member, then all experience is split evenly. I believe there was an item that did the opposite (hording all experience to one pokemon) in the real game.
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I wouldn't want to share all experience to the entire party - It kinda breaks the original flow of the game (Having to train each pokemon individually). Leveling starmon is already easier with the Arena system as you can repeatedly fight trainers of any level you like. We will *probably* also implement a similar system where you can fight trainers that only have certain EV rewards.
We could probably though make an ability and/or item that shares 50% exp gained by the starmon among the rest of the party (So if you have a party of 6, and that starmon was the only one that fought, it will receive only 50% exp while everyone else gets 10% exp.) This small amount shouldn't really be gamebreaking or anything while still somewhat useful :)
If each starmon gained 30% experience, you'd end up with 200% total experience gained (50% + 5x30%). 50% + 5x10% would still keep the original amount of experience gained. And if you had less starmon in the party, we'd make sure that overall it still stays at 100% in total. If you want increased Exp gain overall, I believe there was an item in the original games for that (Lucky Egg?), plus I personally always tried to use only traded pokemon (And since this is an sc2 map, if it becomes halfway popular (which it should, it's fucking pokemon, I'll surely be able to get someone like Husky to make a vid) you're going to have no trouble finding trading partners, unlike with the original pokemon games where you had to actually know people IRL :p (I think B/W added a lot of online stuff, so that may no longer be an issue, but you get the point)
Also, I'm not sure anymore what the levels in the league were, but I think those were 45-60 in most games or so. The Arena has 100 trainers, the average level increasing by 1 with each trainer. The "league" equivalent (elite four + champion) will be the last five trainers in the Arena, and since the arena starts at level 6 that means the last five trainers are all level 100. You'll be gaining XP a lot faster since you'll actually have high level starmon to fight against.
As for the EV training place, we'd probably just reuse the arena system, predefine 10-20 trainers and label them with them with their appropriate EV types. We're also going to make viewing and reducing your starmons EVs easier (It'll cost ingame money though) so you won't have to worry as much about making mistakes
EDIT: I made Skar and Skaropede (The bigass fire scorpion and the scantipede) get the "Ground" type, Skar losing its Bug type for it (Making him Ground-Fire), you guys think thats good or should I change em back to bugs?
Skaropede's overall look doesn't have an all too fire-y theme, and him being ground type would actually give me a good excuse to put him in one of the earlier zones (Desert is supposed to be the highest level zone). There's a picture of the two a few pages back. Skaropede looks like a bug, and I wouldn't put the Ground type past him (Will probably edit the texture at some point), while Skarr no longer looks like a squishy bug but a big fire scorpion of doom and his color scheme/texture really fits Ground very well.
There is a Gen V pokemon that is Bug+Fire, Volcarona I believe. I can see if I can make another Bug-Fire starmon instead, maybe some sort of firefly. I just think Ground fits Skarr far better than bug.
Also, here's a nice little link: https://docs.google.com/spreadsheet/ccc?key=0AlAE8MdjotQSdFZlR3oyVDdMRkVQc21OU04xd3lINHc#gid=0
List of all moves currently implemented. I wanted to color code it so that each move had the same color as its type, but I didn't get very far today, will work on it. The left most column is just the index number of the move - How they are listed for me in the editor - so pretty unimportant, I just have them there so that I can sort the spreadsheet to match the editor again.
And yes :) Move #150 was finished today, "Brick Break". I finally started working again. At this rate, I should have reached my goal number of moves in a couple of days and will be able to focus on implementing all the starmon and setting up move tables for them, which will allow me to see which other moves I might want to add to the game. After that I can easily set up all trainer types, Arena trainers and Zone encounter tables, as well as the TM list. It may sound like a lot, but once I'm done with the actual moves and starmon it all boils down to just filling out values in User Types, which is easy and relatively fast, and most importantly takes no real testing which saves A LOT of time.
We're getting somewhere :)
Yup. It's coming along nicely. We're reaching the point now where a lot of the core engine stuff is done. We'll be starting to add actual game content soon- Zones, the arena fighters, new trainers, quests, etc... It's very exciting ;)
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
Damn 150 moves done *Pinches Self to check not I'm dreaming* that's Incredible, have you decided which ones are Evolved or Learned Moves only, what ones are only Bought to teach, and what ones are only available to some starmon.
How are you Handling TM's basically Will there be a Mew/Mewtwo able to learn all moves, Magikarp's that can't learn any moves until evolved, and the Usual Mix of TM's taught by the Trainer and TM's Learned by the Starmon just through Leveling up and/or Evolving?
Okay Thanks so much for the amazing map your making.
Rollback Post to RevisionRollBack
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
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@KingRadical: Go
As I said, I already have ideas on how to do it :p Just pointing out to Mozared that it isn't that simple.
@TheAlmaity: Go
That was my point though - with triggers, it kind of is. Pathing is never involved. Every area that's at some point accessible is painted green and this is never fiddled with. All you do is place down a couple regions and use 'soft-code' to keep players who don't meet certain requirements out of those regions. The animations really are your biggest problems here, and even then triggers have 'play animation X' actions.
That sounds fun to have +5 Levels gained to Trainers Starmon that came before the 10th Gym Leader like Trainer.
@Trieva: Go
currently only planned HMs are Fly and Surf, both of which I think are good moves to have. You also pretty much won't need surf at all if you don't want to go explore the ocean or lakes, and you won't need fly if you're not exploring the other zones.
Problem with being able to do milestone trainers in different orders is that their order is preset and we would have to completely change the system I think to allow you to pick the order. What we could do of course is make a more general quest for one milestone trainer that does not either of the newly unlocked zones - Like doing something in the city for example - So you can pick which direction you go in the wild without there being a "wrong way"
We'll have to get more of our systems in place and finish with the basics (Like the moves and starmon) before we really get too much into how the story and progression plays out.
Well, Fly is a quick way to get around the map so I don't see why we shouldn't add that one :p As for surf, it allows us to add small secret areas or shortcuts blocked by water, and allows us to make a large ocean zone in which you can find majority of the water starmon and would probably serve as a good location for a legendary or some other special event. And surf is the only one that is difficult to make, mostly because of the animations required but I don't mind - I like the idea of a water zone far too much to leave out surf as an HM :p
Also, Mozareds jungle idea sounds interesting (and as you don't really need a special animation/model, pretty easy to make), so that may be a 3rd HM.
To clarify what I meant: Currently we have 3 zones that you are sort of "forced" through that go up to around level 20, and after that we're probably going to open up more than one zone/path, seeing as our map is sort of "circular" - The Arena is in the middle, you start off by going left but your path won't just be purely clock-wise. After beating the cave, we'll open the mountain area and the beach area, maybe even the power station. You can go to any of those zones, grab a few starmon, train a bit - You aren't forced into a specific zone for the milestone trainer quest, you can take whichever one you want. If you grabbed the water starter, you might as well skip the beach as you don't need water starmon. If you picked the fire starter, you might want to go to the power station to get something electric against those pesky water starmon.
Ofc, none of this is completely planned out yet. Still need to see if Zelda is able/willing to change the arena system somehow, but I doubt it (Might not be that simple)
@Trieva: Go
I'll try not to put direct counters to the starters as the first 2 milestone trainers (Currently the first one is bug, second one is undecided for now, but it'll probably be rock, ground or ice), the third milestone trainer is level 35 already so you should have a well balanced team by then.
We're sorta undecided whether we should go with HotS assets or not. It would give us tons of new models and terrain textures/doodads to play with, but people who don't own HotS probably won't be able to play the map. We do have a lot of different biomes planned at the moment (grasslands, a forest, a cave, a mountain area, snowy/icy mountaintop, a sort of power plant, the beach, the ocean, a very large desert and a volcanic/fiery bit, but that may all change as we actually develop the map.
Also, for non-linearity/replayability we had that karma system planned which will allow you to play either a good guy or bad guy.
And yea, we're using banks to save all your starmon and so on, so you can (unfortunately for us) delete or replace that bank file. (The reason this is unfortunate is because it creates tons of security issues)
It's a bit late so I kept this short, Im sleepy
@TheAlmaity: Go
you could do Flying or bird :P
@Trieva: Go
Sorry for taking forever to answer, it's finals week and I've barely done anything except study >.>
About the bank files- there's nothing we can actually do that will secure them properly. I've used the built-in bank security, and I've also encrypted the bank files with a few different encryptions. The problem is that no matter how much you do to protect a bank, a person can still just download your map and reverse-engineer the security. If any options become available for us to secure banks, I definitely will. Banks are just a file on your computer, so you can always just delete it and start the game over. It would be easy for us to add an in-game feature that does that for you, though. :)
Regarding the "is it a big deal" question- sort of. Say somebody was able to cheat their way to getting, say, 6 copies of the same max-level legendary pokemon. Then it's not fun to battle that player, and they would be able to trade that incredibly over-powered legendary with as many people as they wanted, essentially ruining any type of "ranked arena" we might want to do in the future. So it's bad, but there's nothing we can do about it.
I also agree with you that non-linearity is a good thing. The first zone or two are fairly linear as you'll be building up your team, but we plan to open things up more as time goes on. So you'll still need to fight the "milestone" trainers in the same order (at least for now, things might change), but after the first one or two things start opening up. For example, we've got our grassy bug zone, which leads to the murky forest zone, which leads to the road zone. Those three are linear, and you'll move from one directly into the next. But after that, we'll start opening up more than one zone at a time. So after the road (none of these are designed yet, I'm just using these as examples), you might be able to go to the beach, the mountains, or the haunted forest, depending on your team's strength and your personal preference. Once you clear the next trainer, that might open up the volcano, the desert, the old ruins, and the jungle. So you'll start to unlock "chunks" of zones, so that you can choose which ones you'd like to explore. Hopefully that'll give the player some variety and freedom, but if not, we'll fix it.
@zeldarules28: Go
Banks maybe hack-able but they still have to play online with your maps triggers, just add triggers that analyse Trade Starmon and Arena Starmon and if they are hacked there restricted from being used.
Take Pokemon FireRed for example if you have a Kabutops and Areodactyl in that game then you likely cheated one so exclude them both for that player, or say you have a Ninetails with all IV's (Individual Values [HP, Attack,Sp. Attack etc]) at 31 and EV's (Effort Values at/or over 85) then restricted it from being used.
@DaFunk86: Go
The problem is that everything we check is in the bank file - If people are able to cheat in a starmon, why shouldn't they be able to bypass all the checks?
We'll definitely add in all sorts of checks, like certain IV totals being impossible and so on, but it'll still be possible to bypass those. Anyone who knows what he's doing will be able to get past all our security (Because our security would be forced to check information that the person is able to change to something "valid" anyway). There's one thing I'm rather worried about which is extremely easy to do for which we'll need to add in a lot of security, but I'd rather not say what it is as... Well... The best security is no one knowing about the weakness :p
@TheAlmaity: Go
You should add a Starmon called Tofu, It takes 20 turns to attack :P.
You're a funny one :D
That's sort of what we're going for- I'll be obfuscating the map data once we're released to make cracking the bank much more challenging, or at the very least, time consuming.
@TheAlmaity: Go
That sounds like Great Bank Security to me, you can't out right prevent someone from cheating all Starmon to Level 100 with max Stats. But you can make sure they are no Level 255 Starmon with above Max Stats like in Pokemon Red by programming in Limits.
Even Big Game Company's can't prevent cheating they can only limit it scope, in FireRed they improved there Cheat restrictions but you can still max out your Pokemon and have all the in-game items but you can no longer go over Level 100 (as Easy I think it is still possible but not worth the Effort like you mention in your post).
As long as you have made it so they can't be a 155 Times better than a legit Player, and can only be 1 Times as good then you did your job in my opinion.
The way I currently have experience working is, as far as I know, the same way it works in the real game (link).
The total amount of experience earned from the battle is divided up equally between all of the starmon who participated. So if you have 6 starmon in your party but only use 2 in the battle, the experience gained will be split 50-50 between those two. The experience received will have a 50% bonus if your opponent was a trainer.
Is that what you mean by experience sharing?
@Trieva: Go
That's definitely an interesting idea. But then each starmon would level fairly slow. Maybe we could implement an item that does something like that, where if it's held by any party member, then all experience is split evenly. I believe there was an item that did the opposite (hording all experience to one pokemon) in the real game.
@Trieva: Go@zeldarules28: Go
I wouldn't want to share all experience to the entire party - It kinda breaks the original flow of the game (Having to train each pokemon individually). Leveling starmon is already easier with the Arena system as you can repeatedly fight trainers of any level you like. We will *probably* also implement a similar system where you can fight trainers that only have certain EV rewards.
We could probably though make an ability and/or item that shares 50% exp gained by the starmon among the rest of the party (So if you have a party of 6, and that starmon was the only one that fought, it will receive only 50% exp while everyone else gets 10% exp.) This small amount shouldn't really be gamebreaking or anything while still somewhat useful :)
@Trieva: Go
If each starmon gained 30% experience, you'd end up with 200% total experience gained (50% + 5x30%). 50% + 5x10% would still keep the original amount of experience gained. And if you had less starmon in the party, we'd make sure that overall it still stays at 100% in total. If you want increased Exp gain overall, I believe there was an item in the original games for that (Lucky Egg?), plus I personally always tried to use only traded pokemon (And since this is an sc2 map, if it becomes halfway popular (which it should, it's fucking pokemon, I'll surely be able to get someone like Husky to make a vid) you're going to have no trouble finding trading partners, unlike with the original pokemon games where you had to actually know people IRL :p (I think B/W added a lot of online stuff, so that may no longer be an issue, but you get the point)
Also, I'm not sure anymore what the levels in the league were, but I think those were 45-60 in most games or so. The Arena has 100 trainers, the average level increasing by 1 with each trainer. The "league" equivalent (elite four + champion) will be the last five trainers in the Arena, and since the arena starts at level 6 that means the last five trainers are all level 100. You'll be gaining XP a lot faster since you'll actually have high level starmon to fight against.
As for the EV training place, we'd probably just reuse the arena system, predefine 10-20 trainers and label them with them with their appropriate EV types. We're also going to make viewing and reducing your starmons EVs easier (It'll cost ingame money though) so you won't have to worry as much about making mistakes
EDIT: I made Skar and Skaropede (The bigass fire scorpion and the scantipede) get the "Ground" type, Skar losing its Bug type for it (Making him Ground-Fire), you guys think thats good or should I change em back to bugs?
@Trieva: Go
Skaropede's overall look doesn't have an all too fire-y theme, and him being ground type would actually give me a good excuse to put him in one of the earlier zones (Desert is supposed to be the highest level zone). There's a picture of the two a few pages back. Skaropede looks like a bug, and I wouldn't put the Ground type past him (Will probably edit the texture at some point), while Skarr no longer looks like a squishy bug but a big fire scorpion of doom and his color scheme/texture really fits Ground very well.
There is a Gen V pokemon that is Bug+Fire, Volcarona I believe. I can see if I can make another Bug-Fire starmon instead, maybe some sort of firefly. I just think Ground fits Skarr far better than bug.
Also, here's a nice little link: https://docs.google.com/spreadsheet/ccc?key=0AlAE8MdjotQSdFZlR3oyVDdMRkVQc21OU04xd3lINHc#gid=0
List of all moves currently implemented. I wanted to color code it so that each move had the same color as its type, but I didn't get very far today, will work on it. The left most column is just the index number of the move - How they are listed for me in the editor - so pretty unimportant, I just have them there so that I can sort the spreadsheet to match the editor again.
And yes :) Move #150 was finished today, "Brick Break". I finally started working again. At this rate, I should have reached my goal number of moves in a couple of days and will be able to focus on implementing all the starmon and setting up move tables for them, which will allow me to see which other moves I might want to add to the game. After that I can easily set up all trainer types, Arena trainers and Zone encounter tables, as well as the TM list. It may sound like a lot, but once I'm done with the actual moves and starmon it all boils down to just filling out values in User Types, which is easy and relatively fast, and most importantly takes no real testing which saves A LOT of time.
We're getting somewhere :)
@TheAlmaity: Go
Yup. It's coming along nicely. We're reaching the point now where a lot of the core engine stuff is done. We'll be starting to add actual game content soon- Zones, the arena fighters, new trainers, quests, etc... It's very exciting ;)
Damn 150 moves done *Pinches Self to check not I'm dreaming* that's Incredible, have you decided which ones are Evolved or Learned Moves only, what ones are only Bought to teach, and what ones are only available to some starmon.
How are you Handling TM's basically Will there be a Mew/Mewtwo able to learn all moves, Magikarp's that can't learn any moves until evolved, and the Usual Mix of TM's taught by the Trainer and TM's Learned by the Starmon just through Leveling up and/or Evolving?
Okay Thanks so much for the amazing map your making.