We currently don't have any characters implemented yet, but we're hoping to get a model that I can easily modify via texture select to make trainers look different, and special characters would get their own look as well then. I think using Stettman for the pokemon professor would be pretty neat though, but the other character models might not be as useful. We'll see what we can use and where one we get to it.
@Thealmaity- I think a karma system would be neat. I think it would make the play through much more interesting, not to mention lots of re-play-through value! My only concern with this would be the amount of time it would take to develop this sort of system and how much would it take away from the rest of the game. Meaning all the extra time you could spend on things like Pokemon abilities and stuff. I really think that to do the Karma system right, it would have to some sort of major impact on the game. (For the specific character it least.)
Overall cool concept though. If you did it right I think it would be stellar.
Do you intend to use only the old school pokemon? Or the newer ones as well. Up to pokemon black and what not... I know it gets really confusing.... So many pokemon... lol just curious.
Not using the original pokemon, mostly due to lack of models. Some stats and move sets maybe the similar or even identical and there may be certain similarities to real pokemon wherever possible. We're also taking most of our info from the generation V games (There are many moves and abilities that changed throughout the games, as did the move lists for pokemon) because that's the most up to date and therefore the probably most balanced.)
There probably wont be more than 150ish pokemon and moves each, at least for a start.
We are planning on random events even without the karma system, that system would just add an additional possible outcome. Implementing karma based conversations shouldn't be much harder than just writing up a few more strings and adding a switch to a trigger. Considering what we're already planning to make, karma system is definitely worth the trouble. If we're gonna make a rival as well, we're probably going to make him have the opposite karma of you (So if you're a good guy, your rival is bad, etc.)
Keep in mind that I still have stuff to fix. Most of those circle-beams (PsyBeam, Dragon Pulse, etc.) Need another site op so that they face the right way and some moves are missing sounds and I noticed one of them had the completely wrong sound.
Also, I was going to actually talk on the video, but it turns out I didn't enable mic recording in fraps....
Hey :) I like wall of texts like those because they are very helpful :p
Currently the only "Wall"/tank we have at the moment is Overstank, who has high defensive and health stats, but maybe not that high, plus his poison type and moveset will make him screw the enemy over rather neatly :) But yeah, we only have 32 starmon for now, I'm focusing on moves first since they are more work. Stardex is definitely in, there was a screenie earlier in this thread, it just needs to be filled out with things like movesets and so on.
About 2 weaknesses max... We're sticking to the same type matchups as in the original games to prevent confusion, but I'll make sure to make some decent dual type grass pokemon to eliminate some weaknesses. And yea, those weird dual types like fight psychic are annoying, as well as those that are randomly dark in black/white, or pure fighting type pokemon just showing up in a perma-sandstorm desert... I'll try to keep everything looking logical.
Yea, I really wanna make some neat moves that can combo well, like spikes + roar and stuff like that. Currently I'm planning on making ghosts energy manipulators, like for example an attack that burns as much energy as it deals damage. Get some tanky starmon to spam Calm Mind, then baton-pass to a ghost and burn the entire energy pool in one shot. If you have any cool ideas for moves or combos, post them :) Will probably name one of the milestone/gym trainers after you for your help :p
First a question, are you guys implementing PP for the moves? and if so I would like to propose a Starmon, Name: Drainlor(generic I am unimaginitive as shit, taintedwisp? haha jk), Anyways this pokemon has a special Passive ability, When a pokemon attacks it requires Double the energy/ PP or whatever your using. Psychic type. Weak attack moves, High Heath.
Sounds like a weird pokemon, But its great for running out one of the opponates stronger pokemon.
This was just a momentary idea I had.
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my maps will always be Free. and Available to the public at the earliest possible date.
If you need a tester feel free to ask IShadowWolf.258
You can also catch me on the IRC most times.
Wow this is amazing. Its definitely come a long way and looks a whole lot better. The abilities are extremely well done. I like that you included the day/night cycle. I'd be super pumped just to see a prelimary attempt at a star center (poke hopital) done like your battle where entering a building switch view to inside a building - brings back old memories; the benefit too is with the game the centers where almost always the same no matter how different the town you where in.
The other things that i was gonna add it maybe some clear indication of unit "type" . Im not sure how complex the ui/dialogs is for the hp but it might be nice you have then change color to reflex the tyoe ie purple for pychic or yellow for electric.
I hope you your using energy too as the pp as that just brillant.
If you need any help at conceptual or even maybe some triggering hit me up for sure. I was (kinda still) really it pokemon playing all the game, funny never on a gameboy but on an ipod. I even played the trading card game competitively and own all the books so i really know just about everything.
One thing i suggest about types is to choose which way to go the game and the cards system were very different. The cards where restricted to to around 7-10 (nice and simple) while the electronic game was more like 30+ ranging everything include the cards 7-10 but also types like flying or poison in conjunction to a fire or grass type. I'm not sure what you implements for attacks but remember there were attacks that weren't always physical; attacks that could buy time, help yourself, a few abilities to help outside of games, and attacks that changes stats (tho very weak- strong ones would make it very interesting and well worth the investment).
The biggest question I have is how the world/campaign is going to work. I think it would absolutely wonderful to have playable for really any number of players. If there was only one player they could work solo on their own campaign but if the lobby had maybe people they could all be doing their own campaign no matter how far they progressed and interacting with live players would proving a heavy benefit. The other thing is whether the campaign would be restricted. The original game also forced the player to do certain tasks or beat the gym before they could progess to the next town and it was always down one specific path or always to the same town (something i always rather disliked). I think it would be interesting to have it so you could pick any town you wanted to do to and complete that town before moving to the next but for example you could pick which of the next three towns you wanted to enter; then the difficulty of the town would change in response to own the player ie the 3rd town for 2 players different players would be the same difficulty but could be entirely different town and gyms.
I'll chuck you a PM once we start defining gym trainers/elite four and can start naming them after people. Of course, as in all games, you'd have to stick to a certain type :p
I'll rather stick to the matchup chart from the original games than the TCG - One of the main "design decisions" is to stray as little from the games as possible so that anyone who has ever played them has an easy time picking them up. But I see that grass is weak to quite a few of the more common types, and apparently combining it with either steel or rock would counter some of its weaknesses. Which types in particular are common enough to cause problems against grass? Fire is an obvious one, but grass is supposed to be weak to fire anyway, thats like the one big weakness. But what are the other ones that are commonly used? I highly doubt bug is common enough to be problematic... Not sure how much Poison types are used either, but many water pokemon seem to have Ice moves... Might just remove Ice as a weakness, although I'm rather reluctant on changing the matchup table... (Link to the chart: http://pokemondb.net/type)
Displaying weaknesses and strengths of pokemon is definitely a good way to fill some of that empty space in the stardex, thanks for the suggestion :)
I see your point with the 100% hit chance moves. Will keep your suggestions in mind and add them once I figure out what models to use for them.
Unfortunately we don't have our equivalent of a poke center running yet. We've got some of the mechanics like the healing machine and storage box, but we don't have the visuals yet and Mozared hasn't had time to do any terraining yet. We also won't be moving you into a seperate area - The poke centers will be built on the spot they're supposed to be at and you just walk right in. They'll probably still look very similar though.
The starmons name is currently displayed in the color of its primary type in the combat log/chat box on the left, and moves names are colored in the same way.
I don't know where we're standing on additional team members. I for example wouldn't like anyone doing any data work in here (Mostly because I really dislike how people duplicate blizzard things instead of just making them from scratch, making there be a ton of unnecessary green fields and links in the object explorer. And also partially because I want the moves to look good, and I don't think there are many people that will work hours just to perfect a single actor and will just stop when it's "good enough"), and triggers are Zelda's kingdom so it's ultimately up to him.
And yes, don't worry, there are already quite a lot of status moves in there already :p
As for the world/campaign, I think I described it in the first post. There's going to be one central town (Mostly due to map size restriction) with an arena, in which you have to fight 100 battles, each battle unlocking the next one similar to Mt. Battle from Pokemon XD, but each battle also increases the level by 1, starting at level 5, meaning the last 5 battles (Champion + Elite Four equivalent) are going to be lvl 100. Each 10th trainer will also be the equivalent of a gym leader. There will be many zones surrounding that city and you'll have to explore them to some degree (A lot of the "gym trainers" simply won't be in the arena because they're on an errand or something and you need to find them to be able to challenge them) We're also going to (to some degree) scale enemy trainers to match your level (Each zone will have a level cap though, so don't expect the kids in the first zone to go over lvl 30 or 40)
and triggers are Zelda's kingdom so it's ultimately up to him.
I have a kingdom ^.^
At the moment I've got sort of the same opinion as maity- I like to do my own triggers, because I know how everything works, which functions point where, etc.... If anything, we would probably be looking for more conceptual help (thus the point of this thread).
The biggest question I have is how the world/campaign is going to work. I think it would absolutely wonderful to have playable for really any number of players. If there was only one player they could work solo on their own campaign but if the lobby had maybe people they could all be doing their own campaign no matter how far they progressed and interacting with live players would proving a heavy benefit.
Yes, the "campagin" progress is separate for each individual in the game. You can interact with other players, but you won't be able to "skip" areas or anything like that. Say I'm just starting out and TheAlmaity is a pro who's unlocked every zone. If he happens to be near me we can still battle, trade, or take part in a few different events, but if he goes into a high-level zone I haven't unlocked, I won't be able to follow him.
Sorry for the sparse posting, I just started school and things are quite hectic >.>
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Feel free to Send me a PM if you have any questions/concerns!
holy crap that video was impressive. I can't wait for this one. One recommendation though. I think You should display damage dealt overhead of the units in the new GUI. Like a critical stirke from wc3. Just a visual appeal kind of thing.
Interesting moves :) Will probably add firewall now because I know just how to create the visual to make it look awesome, but Zelda is the one that needs to add in the burn-on-contact and no-freeze (No idea how his systems works. The battle system is pretty damn huge at the moment >.>)
EDIT: Would show you a screenie of firewall, but screenshots just dont work with it (Flames rotate around the unit, but since screenshots are still it looks as if I just spammed a ton of fire)
Hydro bubble seems rather similar to rain though.
Psycho Shield sounds fun :p
Got an interesting idea based off your Deep Roots - heals a good amount of HP each turn and increases defense and special defense by one stage each turn (All stat mods are determined via stages, can link you the bulbapedia article if you want to), bonuses disappear after its duration is over. Sort of forces you to finish off the starmon quickly or it will become unkillable.
The steel move might be a bit OP :p Steels by default have very high defense already and take half damage from most physical moves due to type bonuses :p
These are the types of moves that we're aiming to include, at least to some extent. Early moves are often more along the lines "tackle" or "poison powder", where they're simple and more generic. But we definitely want to include lots of abilities like this, because they're more focused and require you think carefully about which ones you want. And they're more interesting to use and fight against, of course.
Edit: I just put in support for "Fire Wall". Works well, good idea. ^.^ Adding any kind of "special" ability actually requires me to hard-core it into the engine, rather than maity just building the actual ability & adding it to the move list. So it's not that the other ones are bad ideas, I just haven't gotten around to them yet. He's much more diligent than I am when it comes to adding things :P
I particularly like the Psyco Shield move, and the Destiny Link passive. What may be a really interesting idea, though, is if destiny link was a standard (non-passive) move. You could cast it and it would only last a few turns. We'll have to play around with it, of course.
I recommend adding some moves that have some awesome cinematics. If you look at say the unique moves that are usually tied to a legendary they are pretty cinematic for a Pokemon game. I want more of those.