No, I'll only start setting the move lists once I'm done with all the moves, so that I don't make bad lists simply because I'm missing more appropriate moves for starmon. Nothing has been decided yet on whether certain moves are TM only or can only be learned by a certain starmon (Well, we only have one ghost for now so that one will most likely be the only one to learn most ghost moves), nor was it decided yet which moves are going be TMs and which aren't (Calm Mind, Overdrive, U-Turn, Volt Switch, Hyperbeam, Thunder and some others have already been decided to be TMs, but we're still missing 30-40 TMs :P )
TMs are either gonna be multi-use like in the later games, or one-use but then there's gonna be a shop selling each TM you've already previously found. Some TMs will most likely be awarded from milestone arena trainers, I'm fairly certain we're gonna be making the "Move Tutor" as well. And yes, there will be starmon like Magikarp that can't learn anything until evolved (Not many though, only two/three come to mind).
As for Mew/Mewtwo - We haven't decided what the big legendary and the Mew equivalent are supposed to be, so whether they can learn all TMs depends on what kind of starmon those actually end up being. I'd like to have completely custom models, but I'd need to find a good modeler for that >.>
I was thinking the Ethereal from WoW would make a great Mewtwo. There are only Three Magikarp like pokemon I think so that's great. Thanks for the info.
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...
I wanted to use the Ethereals as psychic starmon initially, but their models are bugged - I think it has to do with how their death animations are made, I've seen the same bug on multiple models. They always have a second idle version of their model standing still right inside them, which I think is used for the death animation, and unfortunately also exported if I don't export the death animation. There are so many cool models that have that bug :( (elemental revenants for example)
Can't remember what drizzle was, was it the one that started Rain when the pokemon entered the battle? Cause we already have that one.
And yea, STAB(Same Type Attack Bonus) is in. (All of the original combat mechanics are already in, apart from move/ability-specific ones for moves/abilities that we don't have yet)
Darn sucks about ethereal's they would be so Epic looking.
Maybe with Official Startool's if it releases with HoTS like I've heard, all Blizzard Models will be usable and with Particles (Spell's, Fire), Ribbons (Zlot's Hair) and all the other Jazz not doable with the 3rd party tools ATM.
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...
Drizzle (the passive that causes permanent rain) is actually in already. :D We plan on implementing lots of abilities from the game, and have done some already. For example, the starting Pokemon have the ability from the games which boosts their damage when their HP is low. This is a list of the actual game's abilities- you can expect many very similar abilities in starmon(This is the list of the currently completed abilities for starmon). And that 50% bonus for moves with the same type is there as well. We pretty much copied all of the battle mechanics directly out the games.
Edit- I just checked in the map files. We currently have 20 abilities implemented and working, but we do plan to add more in the future. They're just not exactly top priority at the moment.
Right now, at 10:02 PM on Christmas, I just saved version #200 of the project. The project has been in development for exactly 195 days, 12 hours, and 49 minutes- or 16,894,140 seconds, if you'd rather look at it that way. We've come a long way :D
I think zenx is less worried about STAB being in and more if it's explained somewhere. I would like it to be in the help section or something so players know the mechanics and can make better decisions when getting their dream team.
Yes- the hidden nature of most of this information surprised me a lot. I used to play pokemon as a kid, and after starting this project and seeing all these formulas, I was really surprised that these fairly important bits of information were never mentioned in the game O.o I've already got a help dialog, organized by topics, set up and ready to go (although it's not filled out yet). While it's unlikely that the actual formulas would be revealed to the player, we're definitely going to say something like "Hey, we know this was never mentioned in the real game, but using the same type move as your pokemon makes it do 50% more damage. And here's what the status ailments do, and did you know you get more experience from trainers, etc....".
Can the starter abilities not be the same as pokemon? I always thought they were too useless if the HP had to be that low, especially if you're a good enough trainer to keep the starmon's HP near full. Instead can we have a 25% type damage boost for all starters?
Balance hasn't been something we're too worried about yet, but I'll certainly write that down in our design document. We'll see if it ends up being an issue in starmon (since our scaling difficulty mechanics are slightly different than the real game).
Wow Congratulations on more then 6 months of Map Development, and nice Tracking of your Revisions. I take it you'd saved each update as a new map since the in-editor tracker can miss count them, when a patch happens as I recently found out as I was 312 Revisions (Saves) before the patch and 209 after the patch.
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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...
Actually, remember that its 2 people working on the map :p we need to save the map under another name and then put it into dropbox so that the other person knows which the newest version is. We don't really care as much about revisions :p Some of those map versions are multiple days worth of work since one of us (usually me) forgot to upload the map, and there's no point in changing the name again after that.
OMG Oh My Gosh, Does this mean Beta is getting closer? I Hope so, nice job on over 150 moves now too.
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...
OMG Oh My Gosh, Does this mean Beta is getting closer? I Hope so, nice job on over 150 moves now too.
It gets a bit closer every day, but there's still quite a ways to go. Maity's done a fantastic job getting all those moves done, and I've been chipping away (slowly) at the trigger work needed to support the moves as well as some other game systems.
Here's the "big stuff" that needs to get taken care of before we can really do any type of alpha testing:
Finish Moves (Maity's Almost Done with those)
Set up move lists for existing starmon (Should be fairly quick once moves are done) and then create more starmon (That's more work but should be way easier than all the moves, since it's mostly just filling out data tables, without much actual trigger or data work)
Set up trainer types for the world generator to draw from (Again, this is a very quick process once we have all the starmon actually finished. We just need to say which trainers can use which types of starmon, and the rest is handled automatically)
Set up all 100 Arena encounters (or at least a good chunk of them). Should be very quick once the trainers are done- its just a list of trainers that we've already set up, plus some boss battles.
Set up zones (We just need to create the terrain itself- the game will automatically fill every zone with the appropriate randomized trainers, starmon, items, mini-quests, etc...)
Create quests for each zone so the world isn't empty (This will be a more time consuming process, but most of the groundwork, like the saving system and quest-battle system, is already finished. Most of the work will come from designing the quest ideas and battles)
Create "random events" to populate the world (These are randomly placed mini-quests around the world to "spice it up" a bit. They're not super important for an alpha test, but they'll certainly give you something to do, which is important for the real release)
Finalize the "Arena Setup" system. This is what changes the battle arena's terrain to match the zone you're in. So the battles in the forest have grass and trees, battles on the beach have sand and rocks, etc.... The basics for the system are in, but it needs some more work.
Add a better PvP system (We have a PvP system that works, but it's very barebones. I'd like to add some sort of progression, or PvP rank. Maybe even some type of global PvP arena if we can pull it off)
Polish (A few more dialogs need to be made presentable before any type of open testing)
Once the above items are taken care of, we can (and likely will) start some closed alpha testing. Once the map is in a polished and (moslty) bug-free state, we should be able to open it for a public beta. We'll see :P
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Feel free to Send me a PM if you have any questions/concerns!
Can't wait to do a closed test :) If I don't lose motivation again, it should be sometime in January =D
Also, what I've been working on:
I'm very tired though, so this definitely isn't the final version. Was just throwing around some ideas and showing em to Zelda, to see what he liked and what not. Gonna try and get some better variations of this logo tomorrow, plus some altogether different ones to see what's best. This one looks pretty bad >.>
That logo is VERY fitting I think Starcarft Blue Font Text, and the O looking like a Super Protoss Pokeball is my favorite part.
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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...
I got the item spawning system in today, and redid our shop system.
Now the map generator will randomly plop down items that you can find laying around, and occasionally it will put some rare/expensive stuff out there to be found. The rare stuff will be harder to find and farther away from the main paths, but players who explore the whole zone will be able to find some nice stuff. If not, you can always buy those items from a shopkeeper- and if you get lucky, you might even find a rare, traveling merchant with discount prices and special items ;)
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
Oh wow that's GREAT it's funny I was just about to ask if you got the Items in like Pokeballs, Potions, HP Up, ECT. I take that means you got the catch rate formula's setup for the pokeball types too then. That's exciting it sounds like this will be a VERY polished game I can't wait to play it.
Any chance to see a preview picture of the shop system?
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...
No preview picture - We don't have custom art for it yet, and I really dislike showing stuff without custom art :p And it's not particularly awesome looking anyway at the moment, just a standard dialog with a list. It'll look amazing once we've decided on what kind of art we want for it (Which will also determine the layout, size, etc.)
And yes, capturing and all that was one of the first things implemented. The game is absolutely playable right now, PvP battles are in. What we're missing is content mostly, so moves, starmon, zones/biomes/terrain, trainers, items, abilities, etc. There are very few systems missing, the only "essential" one is trading. (Oh, and I think Item Holding and rearranging the party (Currently you can only move starmon to the first slot, so you can't swap slots 2-6 with each other)) But Zelda is working on all that.
Also, 2v2s aren't in yet (And I'm not certain they will be for release - the combat system is pretty damn complex, would be tons of work for Zelda, so it's ultimately up to him), and we aren't going to do 3v3s at all.
EDIT: Thanks for your constant feedback and enthusiasm :) Have a happy new year
Any chance to see a preview picture of the shop system?
Like maity said, it's just a dialog with a list and a few labels right now, nothing fancy yet. As I'm sure you noticed, we tend to not release photos of severely unpolished pieces of the game. And going along with what he said, most of our core systems are actually done. The game is essentially playable, there's just almost no game to play yet. I wrote up a list of "stuff left to do" above, and almost of all it's just adding content to the game world. The catch rate formulas are in, as well as the first 3 tiers of pokeballs.
Also, 2v2s aren't in yet (And I'm not certain they will be for release - the combat system is pretty damn complex, would be tons of work for Zelda, so it's ultimately up to him), and we aren't going to do 3v3s at all.
The combat system ended up being a lot more complex than I had originally hoped, and it's taken forever to get it done. A 2v2 system will very likely not be available for the release. It's certainly a neat feature, but the amount of time required for me to implement it would be way more than I have available- especially considering we still have to make the rest of the game. That said, it's in the list for awesome post-release features that we'd like to implement if possible.
But yeah, like I said earlier, it's basically playable. But there's just not much to play. Luckily for us, lots of game content (trainers, the arena, items, quests, etc...) is randomized and generated based on data we can easily enter. If things go well, we should have some content to show to you guys (and maybe test out) in late January. Let's make it our New Years Resolution ;)
(Minor Update Edit)
I figured I'd add this here as well- the day/night cycle is implemented now. You'll now enjoy a different variety of wild starmon during the day compared to the night. Eventually you'll need to keep an eye out for rare black market dealers or thieves that may head your way. We'll likely also use the day/night cycle for some special stuff that you'll need to discover on your own. :)
Sounds awesome I look forward to maybe being a Thief myself if possible ha-ha.
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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@DaFunk86: Go
No, I'll only start setting the move lists once I'm done with all the moves, so that I don't make bad lists simply because I'm missing more appropriate moves for starmon. Nothing has been decided yet on whether certain moves are TM only or can only be learned by a certain starmon (Well, we only have one ghost for now so that one will most likely be the only one to learn most ghost moves), nor was it decided yet which moves are going be TMs and which aren't (Calm Mind, Overdrive, U-Turn, Volt Switch, Hyperbeam, Thunder and some others have already been decided to be TMs, but we're still missing 30-40 TMs :P )
TMs are either gonna be multi-use like in the later games, or one-use but then there's gonna be a shop selling each TM you've already previously found. Some TMs will most likely be awarded from milestone arena trainers, I'm fairly certain we're gonna be making the "Move Tutor" as well. And yes, there will be starmon like Magikarp that can't learn anything until evolved (Not many though, only two/three come to mind).
As for Mew/Mewtwo - We haven't decided what the big legendary and the Mew equivalent are supposed to be, so whether they can learn all TMs depends on what kind of starmon those actually end up being. I'd like to have completely custom models, but I'd need to find a good modeler for that >.>
@TheAlmaity: Go
I was thinking the Ethereal from WoW would make a great Mewtwo. There are only Three Magikarp like pokemon I think so that's great. Thanks for the info.
@DaFunk86: Go
I wanted to use the Ethereals as psychic starmon initially, but their models are bugged - I think it has to do with how their death animations are made, I've seen the same bug on multiple models. They always have a second idle version of their model standing still right inside them, which I think is used for the death animation, and unfortunately also exported if I don't export the death animation. There are so many cool models that have that bug :( (elemental revenants for example)
btw I hope you add mechanics from recent pokemon games like:
pokemon abilities example "politoad - drizzle"
and how move works example "if fire type pokemon uses fire type move the move does 50% more damage cause its same type move as the pokemon"
@zenx1: Go
Can't remember what drizzle was, was it the one that started Rain when the pokemon entered the battle? Cause we already have that one.
And yea, STAB(Same Type Attack Bonus) is in. (All of the original combat mechanics are already in, apart from move/ability-specific ones for moves/abilities that we don't have yet)
@TheAlmaity: Go
Darn sucks about ethereal's they would be so Epic looking.
Maybe with Official Startool's if it releases with HoTS like I've heard, all Blizzard Models will be usable and with Particles (Spell's, Fire), Ribbons (Zlot's Hair) and all the other Jazz not doable with the 3rd party tools ATM.
@zenx1: Go
Drizzle (the passive that causes permanent rain) is actually in already. :D We plan on implementing lots of abilities from the game, and have done some already. For example, the starting Pokemon have the ability from the games which boosts their damage when their HP is low. This is a list of the actual game's abilities- you can expect many very similar abilities in starmon(This is the list of the currently completed abilities for starmon). And that 50% bonus for moves with the same type is there as well. We pretty much copied all of the battle mechanics directly out the games.
Edit- I just checked in the map files. We currently have 20 abilities implemented and working, but we do plan to add more in the future. They're just not exactly top priority at the moment.
@DaFunk86: Go
Hopefully star tools will help us out in that area ;)
Right now, at 10:02 PM on Christmas, I just saved version #200 of the project. The project has been in development for exactly 195 days, 12 hours, and 49 minutes- or 16,894,140 seconds, if you'd rather look at it that way. We've come a long way :D
Yes- the hidden nature of most of this information surprised me a lot. I used to play pokemon as a kid, and after starting this project and seeing all these formulas, I was really surprised that these fairly important bits of information were never mentioned in the game O.o I've already got a help dialog, organized by topics, set up and ready to go (although it's not filled out yet). While it's unlikely that the actual formulas would be revealed to the player, we're definitely going to say something like "Hey, we know this was never mentioned in the real game, but using the same type move as your pokemon makes it do 50% more damage. And here's what the status ailments do, and did you know you get more experience from trainers, etc....".
Balance hasn't been something we're too worried about yet, but I'll certainly write that down in our design document. We'll see if it ends up being an issue in starmon (since our scaling difficulty mechanics are slightly different than the real game).
@zeldarules28: Go
Wow Congratulations on more then 6 months of Map Development, and nice Tracking of your Revisions. I take it you'd saved each update as a new map since the in-editor tracker can miss count them, when a patch happens as I recently found out as I was 312 Revisions (Saves) before the patch and 209 after the patch.
@DaFunk86: Go
Actually, remember that its 2 people working on the map :p we need to save the map under another name and then put it into dropbox so that the other person knows which the newest version is. We don't really care as much about revisions :p Some of those map versions are multiple days worth of work since one of us (usually me) forgot to upload the map, and there's no point in changing the name again after that.
Look at all these lovely 100s
EDIT: Link to the full list of moves once again: https://docs.google.com/spreadsheet/ccc?key=0AlAE8MdjotQSdFZlR3oyVDdMRkVQc21OU04xd3lINHc#gid=0
@TheAlmaity: Go
OMG Oh My Gosh, Does this mean Beta is getting closer? I Hope so, nice job on over 150 moves now too.
It gets a bit closer every day, but there's still quite a ways to go. Maity's done a fantastic job getting all those moves done, and I've been chipping away (slowly) at the trigger work needed to support the moves as well as some other game systems.
Here's the "big stuff" that needs to get taken care of before we can really do any type of alpha testing:
Once the above items are taken care of, we can (and likely will) start some closed alpha testing. Once the map is in a polished and (moslty) bug-free state, we should be able to open it for a public beta. We'll see :P
Can't wait to do a closed test :) If I don't lose motivation again, it should be sometime in January =D
Also, what I've been working on:
I'm very tired though, so this definitely isn't the final version. Was just throwing around some ideas and showing em to Zelda, to see what he liked and what not. Gonna try and get some better variations of this logo tomorrow, plus some altogether different ones to see what's best. This one looks pretty bad >.>
@TheAlmaity: Go
That logo is VERY fitting I think Starcarft Blue Font Text, and the O looking like a Super Protoss Pokeball is my favorite part.
I got the item spawning system in today, and redid our shop system.
Now the map generator will randomly plop down items that you can find laying around, and occasionally it will put some rare/expensive stuff out there to be found. The rare stuff will be harder to find and farther away from the main paths, but players who explore the whole zone will be able to find some nice stuff. If not, you can always buy those items from a shopkeeper- and if you get lucky, you might even find a rare, traveling merchant with discount prices and special items ;)
@zeldarules28: Go
Oh wow that's GREAT it's funny I was just about to ask if you got the Items in like Pokeballs, Potions, HP Up, ECT. I take that means you got the catch rate formula's setup for the pokeball types too then. That's exciting it sounds like this will be a VERY polished game I can't wait to play it.
Any chance to see a preview picture of the shop system?
@DaFunk86: Go
No preview picture - We don't have custom art for it yet, and I really dislike showing stuff without custom art :p And it's not particularly awesome looking anyway at the moment, just a standard dialog with a list. It'll look amazing once we've decided on what kind of art we want for it (Which will also determine the layout, size, etc.)
And yes, capturing and all that was one of the first things implemented. The game is absolutely playable right now, PvP battles are in. What we're missing is content mostly, so moves, starmon, zones/biomes/terrain, trainers, items, abilities, etc. There are very few systems missing, the only "essential" one is trading. (Oh, and I think Item Holding and rearranging the party (Currently you can only move starmon to the first slot, so you can't swap slots 2-6 with each other)) But Zelda is working on all that.
Also, 2v2s aren't in yet (And I'm not certain they will be for release - the combat system is pretty damn complex, would be tons of work for Zelda, so it's ultimately up to him), and we aren't going to do 3v3s at all.
EDIT: Thanks for your constant feedback and enthusiasm :) Have a happy new year
Like maity said, it's just a dialog with a list and a few labels right now, nothing fancy yet. As I'm sure you noticed, we tend to not release photos of severely unpolished pieces of the game. And going along with what he said, most of our core systems are actually done. The game is essentially playable, there's just almost no game to play yet. I wrote up a list of "stuff left to do" above, and almost of all it's just adding content to the game world. The catch rate formulas are in, as well as the first 3 tiers of pokeballs.
The combat system ended up being a lot more complex than I had originally hoped, and it's taken forever to get it done. A 2v2 system will very likely not be available for the release. It's certainly a neat feature, but the amount of time required for me to implement it would be way more than I have available- especially considering we still have to make the rest of the game. That said, it's in the list for awesome post-release features that we'd like to implement if possible.
But yeah, like I said earlier, it's basically playable. But there's just not much to play. Luckily for us, lots of game content (trainers, the arena, items, quests, etc...) is randomized and generated based on data we can easily enter. If things go well, we should have some content to show to you guys (and maybe test out) in late January. Let's make it our New Years Resolution ;)
(Minor Update Edit)
I figured I'd add this here as well- the day/night cycle is implemented now. You'll now enjoy a different variety of wild starmon during the day compared to the night. Eventually you'll need to keep an eye out for rare black market dealers or thieves that may head your way. We'll likely also use the day/night cycle for some special stuff that you'll need to discover on your own. :)
@zeldarules28: Go
The Day/Night, Black Market, and Thieves OH MY!
Sounds awesome I look forward to maybe being a Thief myself if possible ha-ha.