Will you have The pokeballs for yourself too in the bottom left and for the opponent in top Right, and they go Gray instead of colored when that Starmon Faits. Another thing I was wondering would you be able to use The Child models and Adult Models of Stormwind's Human citizens for the Starmon trainers, and be able to choose if you want be a Child or Adult Trainer and which Gender you want to play as (Sadly there's no Teen Models in WoW that I recall). That way you can select your Trainer look along with your Starmon team.
Just a bump for the questions I had, if you can share that info thanks.
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Sorted Multiplayer Leader Board
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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 pokeballs are currently just temp-art. We aren't actually using the red-white theme of original pokemon in the first place, so those will have another color and will probably be finalized once we have icons/art done for all the capture cores/pokeballs. The entire thing was just implemented recently and quickly, so graying them out is probably what we're gonna do in the end, and we're gonna use something to indicate status ailments as well. They shouldn't be necessary for the player himself as you're going to know how your party is doing anyway, but I guess that can be added for the player as well.
As for trainer models, we haven't decided what we're going to use yet. I still have to see how the textures of human models are set up in WoW, but we might just go for a custom model if we find someone who can make one. Ideally we'd love to have massive customization for the trainer models - Being able to change your pants, shirt, shoes, skin color and so on seperately, and probably hats as well. In that case switching to a child model shouldn't be hard, but we'd probably have to set up a lot more customisation options seperately (Unless the textures for the child and adult model are set up in the exact same way)
Vampiric bite is probably something I'll add. Eclipse just doesn't seem worth it imo - You're better off just using a TM to get something like Calm Mind on your starmon instead so that you raise the stats you need, and if that isn't enough you can just get Overdrive (all stats are raised, including accuracy and evasion, for 2 turns (Will probably make it 3), after which they are lowered by two stages (Leaving you at one stage below the default)). And it would overlap with Overdrive too much, and Overdrive would be the better choice in most cases. Confusion is too problematic to deal with due to its unreliability, so people would choose overdrive instead because they would know exactly when the downside kicks in, instead of having a random chance to punch themselves in their face (Damage from confusion is affected by stat changes as well btw, so Eclipse would make it potentially even worse depending on the attack:defense ratio the caster has)
Haunted memories, while sounding cool, would be problematic to implement and very confusing for players in PvP, and it wouldn't give that big of an advantage because it wouldn't change your moves to be super effective (And if it did change your moves to those of the starmon you transformed into, it would be even more random and harder to use because you might end up with only status moves, and it just doesn't sound like a balanced move at all). Plus changing into a different starmon gives you completely different stats which might just be absolutely horrible with your current move set.
The pokeballs are currently just temp-art. We aren't actually using the red-white theme of original pokemon in the first place, so those will have another color and will probably be finalized once we have icons/art done for all the capture cores/pokeballs. The entire thing was just implemented recently and quickly, so graying them out is probably what we're gonna do in the end, and we're gonna use something to indicate status ailments as well. They shouldn't be necessary for the player himself as you're going to know how your party is doing anyway, but I guess that can be added for the player as well.
As for trainer models, we haven't decided what we're going to use yet. I still have to see how the textures of human models are set up in WoW, but we might just go for a custom model if we find someone who can make one. Ideally we'd love to have massive customization for the trainer models - Being able to change your pants, shirt, shoes, skin color and so on seperately, and probably hats as well. In that case switching to a child model shouldn't be hard, but we'd probably have to set up a lot more customisation options seperately (Unless the textures for the child and adult model are set up in the exact same way)
@TheAlmaity: Go
BEST TEMP ART EVER I loved the look, can't wait to see the final version since the temp look so good. That much customization for your Trainer sounds incredible, but that can be for Version 2.0 in my opinion. The main thing is getting Version 1.0 with the Pokemon & Poke Items. Now that I think about I don't know if you need the Pokeballs shown for you as well, although it probably does make it easier on Players to see how there team is without going into the menu for your Pokemon.
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My Projects:
Sorted Multiplayer Leader Board
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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...
@TheAlmaity: Go BEST TEMP ART EVER I loved the look, can't wait to see the final version since the temp look so good. That much customization for your Trainer sounds incredible, but that can be for Version 2.0 in my opinion. The main thing is getting Version 1.0 with the Pokemon Poke Items. Now that I think about I don't know if you need the Pokeballs shown for you as well, although it probably does make it easier on Players to see how there team is without going into the menu for your Pokemon.
I implemented the enemy pokeball icons first because they're far more important than showing your own pokeballs- although I do agree that seeing your own pokeball counter would be nice.
Today I implemented a new status ailment called "Badly Poisoned". A few very special moves will apply this particularly deadly venom, which acts like a weak version of regular poison, but becomes more and more damaging each turn. Long story short, you really don't want this. ;)
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Feel free to Send me a PM if you have any questions/concerns!
Sounds Sweet that "Badly Poisoned" status effect, Thanks for your feedback on my suggestions.
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My Projects:
Sorted Multiplayer Leader Board
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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...
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...
It's up to Maity or their team for Ice Tackle but I was thinking of burn. I think when we touch anything that's extremely cold enough it might be felt as a burn. It's also less op than an immobilising freeze.
dry ice is a very good example of being burned from touching something very cold. you could make the freeze less op by reducing the chance of being frozen or even just changing it from frozen to, say, lower speed stat.
Hey, guys, srry for not posting >.> haven't much motivation/ideas on what to work on, and just got Assassins Creed 3, so it might be a week or so before I actually do anything on the map. I'll read through the moves again tomorrow and give comments if I can - Its really late right now so I don't have time atm.
Thanks for the posts though :)
EDIT: About frost moves burning, I'd only put that for moves where the name makes it obvious ("Frostburn" for example), otherwise people might end up getting confused. And, as KingRadical said, can just use low chances or lower speed instead (Or even other stats)
I'm Curious how long are you to keep your avatar and signature image changed to that of a spoon on every forum?
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My Projects:
Sorted Multiplayer Leader Board
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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'm only actually doing it cause I think it's funny (The bet I lost started out as just a joke about my friends procrastination habits, and I found the idea of spoons kinda funny so I decided to actually go with it), so... I'll remove the spoons once I'm bored of them :p
HA HA cool story, I'm gonna predict you keep them until March 12th 2013 aka The Release of Heart of The Swarm.
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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 a question do you have badges in Starmon, and do they unlock things like Cut and Level of Starmon that will obey you or are you doing something else with badges? Thanks.
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Sorted Multiplayer Leader Board
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Well, we have certain milestone trainers in the Arena (each 10th, #90 probably being the final rival fight and 96-100 being elite 4 + champion) that are practically our version of gym leaders.
We're only going to have 2 HMs - Fly and Surf. Cut, Strength and so on would be too hard to implement as they affect pathing and there are multiple players in the game at once.
We still haven't implemented many things regarding advancing through the Arena yet, so we don't really have anything set in stone yet.
One thing we want to do is to scale certain zones up with your level - The trainers more than the wild starmon. One of the ideas we had was that beating each milestone trainer/gym leader/whatever would unlock "hard mode" for the zones before him, optionally increasing the level of trainers in those zones by 5. Each milestone trainer after that would increase the zones before him by an additional 5. It's kinda hard to explain: Bug Champion buffs Route 1 and Dusk Forest levels by 5 - Only those two zones, as you don't have access to any others before beating him.
Then you defeat the next milestone trainer - This one buffs Route 2 and the cave by 5 levels, AND Route 1 and Dusk Forest by 5 levels as well, putting the latter at +10, while the cave and route 3 only get +5 because Bug Champion came before them so his bonus doesn't count.
This is for now only an idea, we'll see what we actually do in the end.
About Gym Badges, we most likely will have some visuals to add to your trainer card to show which trainers you defeated. Traded starmon listening to you is probably something we should implement as well to prevent people from just getting a level 100 traded to them and then just quickly clearing the arena.
And of course, zones will be blocked until you meet certain requirements (Usually involving the milestone trainers). So there will definitely be incentive and bonuses to clearing the Arena, like new items/TMs being sold in the stores, legendaries becoming available, being able to trade higher level starmon, accessing the entire map, getting Fly and Surf and some other unique items, and who knows what else we come up with.
Well, we have certain milestone trainers in the Arena (each 10th, #90 probably being the final rival fight and 96-100 being elite 4 + champion) that are practically our version of gym leaders. We're only going to have 2 HMs - Fly and Surf. Cut, Strength and so on would be too hard to implement as they affect pathing and there are multiple players in the game at once.
To be fair, these sound easy. Instead of 'breaking' one tree, Cut could instead allow your trainer to walk through jungle-like terrain, similar to how Surf allows your trainer to 'walk' through water.
I'd be all for less HM's though - removes the need to take up useless attack spots on pokémon so you can more properly focus on building an awesome team. HM's serve as 'arbitrary' restrictions in that they prevent some high-level zones in low-level zones from opening up too quickly, but you could use other things such as items for this purpose too.
To be fair, how I'm going to handle surf is a mindfuck already :p There is no such thing as naval pathing, so I have to do a workaround of some sort involving flying pathing. I've got some ideas, will have to see how those work out and whether I can re-use them for some form of jungle pathing.
I dunno about data, but something like this seems piss easy to do with triggers. Set up specific regions, an event that occurs when a player enters them, a condition that checks if the entering player has TM X and an action that pops up an error message/bounces them back if they don't. I mean - I can do that, and I'm not exactly a trigger whizz.
And how will the trainer suddenly be able to ignore pathing? And just walking on water seems a bit absurd and jesusy, so I'd have to do some stuff with models as well :p
But yeah, for some form of high grass/jungle terrain it would be a lot easier if no actor work is required.
well in the pokemon games when you use surf you hop onto a pokemon and can move around the water like that. you could take one of your water type starmon and make it an entirely separate unit with the fly mover and with the trainer as a model addition riding on its back. then just lower its height so part of it is in the water. then you could have the trainer use a morph ability to change into it every time you use surf and are near water.
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Vampire Bite
(Dark) Deals damage to the opponent and returns some life to the caster.
Eclipse
(Dark) All Starmon have their stats doubled for two turns, but also become confused.
Haunted Memories
(Ghost) The caster becomes a random Pokemon who's element counters the opponent. Lasts for two turns.
Just a bump for the questions I had, if you can share that info thanks.
@DaFunk86: Go
The pokeballs are currently just temp-art. We aren't actually using the red-white theme of original pokemon in the first place, so those will have another color and will probably be finalized once we have icons/art done for all the capture cores/pokeballs. The entire thing was just implemented recently and quickly, so graying them out is probably what we're gonna do in the end, and we're gonna use something to indicate status ailments as well. They shouldn't be necessary for the player himself as you're going to know how your party is doing anyway, but I guess that can be added for the player as well.
As for trainer models, we haven't decided what we're going to use yet. I still have to see how the textures of human models are set up in WoW, but we might just go for a custom model if we find someone who can make one. Ideally we'd love to have massive customization for the trainer models - Being able to change your pants, shirt, shoes, skin color and so on seperately, and probably hats as well. In that case switching to a child model shouldn't be hard, but we'd probably have to set up a lot more customisation options seperately (Unless the textures for the child and adult model are set up in the exact same way)
@Dragoneles: Go
Vampiric bite is probably something I'll add. Eclipse just doesn't seem worth it imo - You're better off just using a TM to get something like Calm Mind on your starmon instead so that you raise the stats you need, and if that isn't enough you can just get Overdrive (all stats are raised, including accuracy and evasion, for 2 turns (Will probably make it 3), after which they are lowered by two stages (Leaving you at one stage below the default)). And it would overlap with Overdrive too much, and Overdrive would be the better choice in most cases. Confusion is too problematic to deal with due to its unreliability, so people would choose overdrive instead because they would know exactly when the downside kicks in, instead of having a random chance to punch themselves in their face (Damage from confusion is affected by stat changes as well btw, so Eclipse would make it potentially even worse depending on the attack:defense ratio the caster has)
Haunted memories, while sounding cool, would be problematic to implement and very confusing for players in PvP, and it wouldn't give that big of an advantage because it wouldn't change your moves to be super effective (And if it did change your moves to those of the starmon you transformed into, it would be even more random and harder to use because you might end up with only status moves, and it just doesn't sound like a balanced move at all). Plus changing into a different starmon gives you completely different stats which might just be absolutely horrible with your current move set.
@TheAlmaity: Go BEST TEMP ART EVER I loved the look, can't wait to see the final version since the temp look so good. That much customization for your Trainer sounds incredible, but that can be for Version 2.0 in my opinion. The main thing is getting Version 1.0 with the Pokemon & Poke Items. Now that I think about I don't know if you need the Pokeballs shown for you as well, although it probably does make it easier on Players to see how there team is without going into the menu for your Pokemon.
I implemented the enemy pokeball icons first because they're far more important than showing your own pokeballs- although I do agree that seeing your own pokeball counter would be nice.
Today I implemented a new status ailment called "Badly Poisoned". A few very special moves will apply this particularly deadly venom, which acts like a weak version of regular poison, but becomes more and more damaging each turn. Long story short, you really don't want this. ;)
@zeldarules28: Go
Sounds Sweet that "Badly Poisoned" status effect, Thanks for your feedback on my suggestions.
@Trieva: Go
You're very good at coming up with moves great list, I think you meant Frozen for this move:
Ice Tackle Ice 95 Power 95 Accuracy Has a 30% chance to inflict burn (Frozen instead)
Seismic Rupture seems a little overpowered, maybe reduce the number of turns it takes to take effect, but give it a chance to miss?
laughed a bit thinking about being hit with a block of ice and then spontaneously combusting.
dry ice is a very good example of being burned from touching something very cold. you could make the freeze less op by reducing the chance of being frozen or even just changing it from frozen to, say, lower speed stat.
Hey, guys, srry for not posting >.> haven't much motivation/ideas on what to work on, and just got Assassins Creed 3, so it might be a week or so before I actually do anything on the map. I'll read through the moves again tomorrow and give comments if I can - Its really late right now so I don't have time atm.
Thanks for the posts though :)
EDIT: About frost moves burning, I'd only put that for moves where the name makes it obvious ("Frostburn" for example), otherwise people might end up getting confused. And, as KingRadical said, can just use low chances or lower speed instead (Or even other stats)
@TheAlmaity: Go
I'm Curious how long are you to keep your avatar and signature image changed to that of a spoon on every forum?
@DaFunk86: Go
I'm only actually doing it cause I think it's funny (The bet I lost started out as just a joke about my friends procrastination habits, and I found the idea of spoons kinda funny so I decided to actually go with it), so... I'll remove the spoons once I'm bored of them :p
@TheAlmaity: Go
HA HA cool story, I'm gonna predict you keep them until March 12th 2013 aka The Release of Heart of The Swarm.
I got a question do you have badges in Starmon, and do they unlock things like Cut and Level of Starmon that will obey you or are you doing something else with badges? Thanks.
@DaFunk86: Go
Well, we have certain milestone trainers in the Arena (each 10th, #90 probably being the final rival fight and 96-100 being elite 4 + champion) that are practically our version of gym leaders. We're only going to have 2 HMs - Fly and Surf. Cut, Strength and so on would be too hard to implement as they affect pathing and there are multiple players in the game at once.
We still haven't implemented many things regarding advancing through the Arena yet, so we don't really have anything set in stone yet. One thing we want to do is to scale certain zones up with your level - The trainers more than the wild starmon. One of the ideas we had was that beating each milestone trainer/gym leader/whatever would unlock "hard mode" for the zones before him, optionally increasing the level of trainers in those zones by 5. Each milestone trainer after that would increase the zones before him by an additional 5. It's kinda hard to explain: Bug Champion buffs Route 1 and Dusk Forest levels by 5 - Only those two zones, as you don't have access to any others before beating him. Then you defeat the next milestone trainer - This one buffs Route 2 and the cave by 5 levels, AND Route 1 and Dusk Forest by 5 levels as well, putting the latter at +10, while the cave and route 3 only get +5 because Bug Champion came before them so his bonus doesn't count. This is for now only an idea, we'll see what we actually do in the end.
About Gym Badges, we most likely will have some visuals to add to your trainer card to show which trainers you defeated. Traded starmon listening to you is probably something we should implement as well to prevent people from just getting a level 100 traded to them and then just quickly clearing the arena. And of course, zones will be blocked until you meet certain requirements (Usually involving the milestone trainers). So there will definitely be incentive and bonuses to clearing the Arena, like new items/TMs being sold in the stores, legendaries becoming available, being able to trade higher level starmon, accessing the entire map, getting Fly and Surf and some other unique items, and who knows what else we come up with.
To be fair, these sound easy. Instead of 'breaking' one tree, Cut could instead allow your trainer to walk through jungle-like terrain, similar to how Surf allows your trainer to 'walk' through water.
I'd be all for less HM's though - removes the need to take up useless attack spots on pokémon so you can more properly focus on building an awesome team. HM's serve as 'arbitrary' restrictions in that they prevent some high-level zones in low-level zones from opening up too quickly, but you could use other things such as items for this purpose too.
@Mozared: Go
To be fair, how I'm going to handle surf is a mindfuck already :p There is no such thing as naval pathing, so I have to do a workaround of some sort involving flying pathing. I've got some ideas, will have to see how those work out and whether I can re-use them for some form of jungle pathing.
@TheAlmaity: Go
I dunno about data, but something like this seems piss easy to do with triggers. Set up specific regions, an event that occurs when a player enters them, a condition that checks if the entering player has TM X and an action that pops up an error message/bounces them back if they don't. I mean - I can do that, and I'm not exactly a trigger whizz.
@Mozared: Go
And how will the trainer suddenly be able to ignore pathing? And just walking on water seems a bit absurd and jesusy, so I'd have to do some stuff with models as well :p
But yeah, for some form of high grass/jungle terrain it would be a lot easier if no actor work is required.
@TheAlmaity: Go
well in the pokemon games when you use surf you hop onto a pokemon and can move around the water like that. you could take one of your water type starmon and make it an entirely separate unit with the fly mover and with the trainer as a model addition riding on its back. then just lower its height so part of it is in the water. then you could have the trainer use a morph ability to change into it every time you use surf and are near water.