Ps. Will opponents starmon level up with exp? I always hated that you were the only one who actually leveled up their pokemon.
I'm not sure what you mean. Random trainers you meet on the road don't have their pokémon gain levels during battles, but it's not like this really matters. Everybody else simply has stronger pokémon as you advance throughout the game. What's the point in NPC's actually 'leveling up' their pokémon?
Haha, you didn't miss out much ;) . It was mostly about half naked, muscly men giving eachother staring contests and breaking the planet. If certain characters were in danger they'd constipate in the most over-the-top way and somehow turn blonde :P.
Zelda and Maity have more information than me about the Karma system at hand, but it'll have a 'decent' impact on play experience. You will miss out on some quests and gain some other quests, possibly similar to how WoL handled it in its campaign with the Tosh/Nova and Protoss/Hanson choices. A bunch of quests are also 'neutral' and can be picked up by anybody.
I've got something simple I can share. Two WIP screenshots of the end of Route 3, entrance to the Cave zone. First shows the area and the second is in-game view to give you guys an idea of the scale.
Ill do my best to make sure no starmon is rendered useless by another starmon (I don't mean hard countered but plain simply outclassed. (Why would you take X if Y does everything it does, but better?))
Looks good. Personally I don't see the reason to have the grass modular, I would either have it all modular or not at all, but i guess it's personal taste.
What do you mean with 'modular'? As in one piece of grass takes up one set amount of space? In that case, everything is actually modular. This is something I went over with Maity; I wouldn't have minded using different models and such for tall grass (think LOS blockers), but he wanted to retain the look of the original Pokémon games.
How many types of zones to you plan? (Forest, city etc.) I'm thinking about textures, one way to get more textures to work with is to use alot of terran tarmac, installation roof and flattened space platform towers to spice up cityscapes and other manmade areas, then you might only need one or even no textures at all for those areas.
Off the top of my head, we have about 10-12 seperate zones or so, I think. I haven't used a lot of tarmacs yet, thanks for reminding me there - we've already taken steps to ensure the textures working out, though. I'm combining them and placing them in such ways that it should sort itself out. Right now we have a bit of everything - Dirt, Grass, Dark Grass, Rocks, Concrete, Bricks, Snow and Sand.
Also, space platform towers? I need to try that one.
I just took a peek. Looks like the wall models used in the Diablo map as well? Something like that could be useful, yeah, but I'd need to implement them as doodads and possibly retexture them. I'll look into that once I actually start needing them for buildings (right now I'm still just doing general zones). Do you have the pieces downloadable somewhere?
On the western borders of Startopia, just north of Route 1, lies an ancient area of calmth and peace, representing the essence of pure naturality. Known to the inhabitants of the world of Starmon as simply 'Dusk Forest', it is an area said to house many secrets. It is also an area that houses many different types of Starmon. Specifically bug and grass types are common in the area, though rumors exist of a large living tree known as Aravon. While during the day the forest is used to seek solitude and quiet by trainers and townsfolk alike, the night is said to feel magical - and perhaps a tad scary.
Maybe something along the lines of this for the counters in the star centers?
I definitely like some of your kitbashes there. Obviously the Star center will be a Star center and not a stripclub, but I can use some ideas. Nice thinking, I generally dislike doing man-made stuff.
Nooo! I actually prefer the night, and those screenies look nicer than day IMO. Day looks ok, but I like night better. Though, IDK why the footpaths are light up by street lamps, it gives a nice park effect.
I agree, I like night better too. This is mostly because Route 1 ended up being a relatively 'plain' zone, with it being the first accessible and all. Some of the light tricks I've got in there will show better when I do the forest, which is gonna light up with all sorts of creepy insects and glowbugs when night falls.
You really kind of need to scroll over the area to get a better idea of how it feels, though. The problem is that there are very few points to focus on because the whole area is one streamlined thing. This works for the gameplay but makes single screenshots rather uninteresting. Plus, you really miss out on the 'alive' feeling where the lights flicker a little bit and the birds come over every now and then. I'm probably going to try and add some light wind or such to that too.
Well, getting night-time screenshots was problematic: these two eggheads implemented some kind of trolling day/night system where day lasts for 3 hours game-time and night lasts about a minute, meaning that even with a speed up function it was tricky. In the end I ended up only using editor shots 'cause my in-game screenshots seem to be gone from my hard drive. Regardless though, I've got something for you to look at!
All of this is Route 1; some at day-time, some at night-time. The lighting is still WIP, but it'll give you an estimate. The zone is now about 99% done, with me only wanting to make some smaller adjustments that'll pop up later.
ATTACHMENTS
Route1_1_.jpg
Route1_2_.jpg
Route1_3_.jpg
Route1_4_.jpg
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@zeldarules28: Go
What do you mean bug?
The way it looks on the screenshot is how I terrained the Starcentre? It's supposed to look like that?
I'm not sure what you mean. Random trainers you meet on the road don't have their pokémon gain levels during battles, but it's not like this really matters. Everybody else simply has stronger pokémon as you advance throughout the game. What's the point in NPC's actually 'leveling up' their pokémon?
I should finish up some terrain.
I think I'll have time again on tuesday or wednesday, actually - expect a screenie or two from me after.
@zeldarules28: Go
What we need to settle this is some Japanese guy who's in the world top 5 Pokémon league.
Obligatory.
@Trieva: Go
Zelda and Maity have more information than me about the Karma system at hand, but it'll have a 'decent' impact on play experience. You will miss out on some quests and gain some other quests, possibly similar to how WoL handled it in its campaign with the Tosh/Nova and Protoss/Hanson choices. A bunch of quests are also 'neutral' and can be picked up by anybody.
I've got something simple I can share. Two WIP screenshots of the end of Route 3, entrance to the Cave zone. First shows the area and the second is in-game view to give you guys an idea of the scale.
What do you mean with 'modular'? As in one piece of grass takes up one set amount of space? In that case, everything is actually modular. This is something I went over with Maity; I wouldn't have minded using different models and such for tall grass (think LOS blockers), but he wanted to retain the look of the original Pokémon games.
Off the top of my head, we have about 10-12 seperate zones or so, I think. I haven't used a lot of tarmacs yet, thanks for reminding me there - we've already taken steps to ensure the textures working out, though. I'm combining them and placing them in such ways that it should sort itself out. Right now we have a bit of everything - Dirt, Grass, Dark Grass, Rocks, Concrete, Bricks, Snow and Sand.
Also, space platform towers? I need to try that one.
@JacktheArcher: Go
I just took a peek. Looks like the wall models used in the Diablo map as well? Something like that could be useful, yeah, but I'd need to implement them as doodads and possibly retexture them. I'll look into that once I actually start needing them for buildings (right now I'm still just doing general zones). Do you have the pieces downloadable somewhere?
I lied, screenshots today.
On the western borders of Startopia, just north of Route 1, lies an ancient area of calmth and peace, representing the essence of pure naturality. Known to the inhabitants of the world of Starmon as simply 'Dusk Forest', it is an area said to house many secrets. It is also an area that houses many different types of Starmon. Specifically bug and grass types are common in the area, though rumors exist of a large living tree known as Aravon. While during the day the forest is used to seek solitude and quiet by trainers and townsfolk alike, the night is said to feel magical - and perhaps a tad scary.
Forest zone is done! Expect some screenies tomorrow.
I definitely like some of your kitbashes there. Obviously the Star center will be a Star center and not a stripclub, but I can use some ideas. Nice thinking, I generally dislike doing man-made stuff.
I knew you were cheating on me! What's her name Zelda?! You at least owe me that, you pig ='(
I agree, I like night better too. This is mostly because Route 1 ended up being a relatively 'plain' zone, with it being the first accessible and all. Some of the light tricks I've got in there will show better when I do the forest, which is gonna light up with all sorts of creepy insects and glowbugs when night falls.
You really kind of need to scroll over the area to get a better idea of how it feels, though. The problem is that there are very few points to focus on because the whole area is one streamlined thing. This works for the gameplay but makes single screenshots rather uninteresting. Plus, you really miss out on the 'alive' feeling where the lights flicker a little bit and the birds come over every now and then. I'm probably going to try and add some light wind or such to that too.
Well, getting night-time screenshots was problematic: these two eggheads implemented some kind of trolling day/night system where day lasts for 3 hours game-time and night lasts about a minute, meaning that even with a speed up function it was tricky. In the end I ended up only using editor shots 'cause my in-game screenshots seem to be gone from my hard drive. Regardless though, I've got something for you to look at!
All of this is Route 1; some at day-time, some at night-time. The lighting is still WIP, but it'll give you an estimate. The zone is now about 99% done, with me only wanting to make some smaller adjustments that'll pop up later.