Jeff
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Major Changes To the Major Changes post.Much thinking has gone into this, and development will begin shortly. This will be slightly less group oriented, but will possibly still involve parties of players at some point if I decide everything else is working smoothly. Some ideas from the last post (like the two games that will be updated) are being scrapped due to the massive amount of work it would involve, and the fact that the new game's battle system is being made even more efficient. Some updates will still be carried over to PA 1 though.
Posted from my BYOND blog.
Yes, that's right. Pokemon Amethyst 2. Although 1 was never technically finished, and changes may stilll be made, much of the current system gets boring/repetitive and there are many bugs. I intend to completely phase pokemon out of the game as characters, redo the battle system to relocate you to a randomly generated "arena" based on where you are, and make all the other code 10x more efficient. Contests will be redone and hopefully bugless. I am planning on beginning the work today after I do my homeowork, and suggestions are very much appreciated.
Current system plans:
1) The current trainer/clothes selection will remain the same.
2) Trainers will then choose their first pokemon, which will most likely be based on the game. I'm not sure what starters to use, whether it uses all of them, none of them, or a whole new set altogether.
3) Quests will be redone with an actual script. Legendaries like Dialga will become one-time obtainable pokemon, but you can still obtain them afterwards through the use of an item if you defeat them on accident. It's kinda like the current system, except it will be a little harder in a sense.
4) Training will be like the games, where you travel around battling.
5) AI will be much smarter and act more like a player (The fact that they can walk diagonal in PA one really bugs me).
Battle system description:
When a player enters tall grass, there is a chance a pokemon will appear. Then the player chooses their pokemon (not sure whether this will be in or out of battle), and then takes control of that pokemon. The skin will be used to control battle commands, which will look cleaner than the current interface. Attack usage will still be based on energy (PP based systems would require a decent amount of extra typing into the attack lists and level up code). When a pokemon is defeated, all your pokemon that were in the battle gain exp based on each pokemon's level and the level of the defeated pokemon. Other things may be involved, too. Then you are relocated to the grass where you found the pokemon. PVP battles will be similar.
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Snyperwolf
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Will u still Have this game open because i dont wanna be a trainer at all and also seems like the GBA/DS one
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Jeff
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I'm not sure what will be done about the current PA, but it will definitely be kept up and maybe even updated every once in a while still.
Yeah, it will be more like the handheld games, but it will still have it's PA heritage. It will have a very similar battle system, and you will be able to play as more than 1 pokemon. You just have to be a trainer out of battle, thats all. You will also be able to ride your pokemon out of battle probably (It is a plan as of now; I don't really want to phase it out either).
I was pondering how I could add PP while mowing the lawn today. All I have to do is:
1) Create a small program for making attack lists and putting them in saves
2) Make a small system for loading these attack list saves into a players attack list
3) Have an attack 1, attack 2, attack 3, and attack 4 PP variable.
This method might actually save me typing!
I will begin working on the game right...now!
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Snyperwolf
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Will u be able 2 completly Customize ur character as in skin tone hair clothing or will it be set icons? Also i was wondering will the appearence of pokemon be random or in a set area. I ask because like Pokemon XD(sry for advertising) they just have the pokemon laying around and when they're gone they have 2 be reset and it gets fustrating when u want a pokemon and u cant have it cuz it hasnt be reset yet and will u have a computer to store pokemon or u only get a set 6 or 5 pokemon. Will the pokemon still have their Visual attacks like u can see the fireball or does it just the attack,damage ect... And finally what do u have in mind for training is there gonna be a way to train them all at once or do u call them out and train one at a time
P.S.Can u add Lavitar and its evolves
P.S.S. With this new game will all the pokemon be able 2 be added?
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Jeff
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Your post almost made me pass out. This will be absolutely nothing like those horribly boring poorly coded games. Trust me, I know how to code 10x better than a lot of coders of some of the more recent pokemon games (aaronland etc).
Training - Will most likely be phased out, but if it does stay in, I'll try and make it as entertaining as possible. "Training" will be done through battles with the AI.
Catching - Pokemon will NEVER be placed randomly on the map to be caught. You will catch them in battle. Battle will take place in arenas generated by the game. To get to these arenas, you walk around in tall grass. Every time you enter another patch of grass there is about a 10% chance you go into a random battle with a wild pokemon. When you go into a battle, you are moved to one of these arenas, from which you send a pokemon out and begin your battle. How you will catch pokemon has not been decided, and I'm considering asking the players what they would prefer out of my ideas for it.
Storage - I will try to implement a good, easy to use storage system. I would really like to control this through skins in particular.
Attacking etc - Battling itself (melee, projectile, charge, and range attacks) will be virtually the same, except they will use about...95+% less lines of code due to the fact that I will be controlling everything with about 10 procedures.
Larvitar will be added in eventually, just be patient.
Pokemon will be added much much faster, mostly because I'm thinking of created a small program in BYOND to create save files from which new pokemon data can be grabbed (I'm going to check if this is smart or not when I get around to it). Also, because each attack should only use about 2-5 lines of code (2 is what most will be), all the attacks should take under 1000 lines of code, whereas the older code took about 5000 just for that bit of attacks I had in!
As far as that level of character customization goes, I'll consider that. Clothes will be the only customizable character content for now though.
Hope that helps!
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Snyperwolf
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Very much thanks alot, do u know if u gonna add like recover items like potions and for status cuz in my opinion the sleep attacks its a bit bugged in the 1st one for the fact that theres no way to wake up until after 5 attacks and in a really good battle all ur opponent needs is 5 attacks before victory so i hope u can look into that also will u add the verb to choose if they wanna evolve and like repeat every 5-10 lvls also i definitly apporve this game now if i can change my vote i would cuz excuse my language but this is gonna be 1 heck of a game and i want part of it. Also u need to have a 24/7 host lined up and if u beta or alpha test it please look me up
Thanks for your time
Snyperwolf
P.S. When i think of more ideas i will tell u lol
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Jeff
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I redid sleep and other status effects to mimic that of the real games. So now, when you get confused/fall asleep it creates the number of attacks it will take from about 1-4 or something to wake up etc. That's ONLY with sleep and confusion. Freezing is copied from the game, too, and you have only about a 7% chance each attack.
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Snyperwolf
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Can u add a lvl lock at 100 so after that people have 2 use skills and tactics to win battles instead of overwhelming levels?
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Jeff
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Yeah, that will remain like the current game. No leveling past 100.
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Snyperwolf
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Would u be able to add a leadership board of sorts for most wins or something like that?
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Jeff
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Good idea. I'll see what I can do when I add PvP (that would be worthless for AI battles, because someone could spend 2 hours fighting caterpies and pidgeys to get to the top).
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Snyperwolf
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You can do it for arena battles so it has to be pvp
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Jeff
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Maybe. I was actually considering removing the arena and just making battles for anywhere, as long as the trainers are within 1 tile of each other.
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Snyperwolf
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U got anything planned for tag battles?
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Jeff
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Not right now, although it's possible that I'll add those in the future.
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Snyperwolf
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will their be a way to avoid wasting attacks on people your aiming at?(for example in the current system if im buy the snorlax and use swift it'll hit the dummy instead the of the emeny without asking where ur aiming at)
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irustak
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this is NOT a good game. i definitely WOULD not recomend playing it..... as its a copy of pokemon magmared. pokemon magmared is much better, and has more to do, like building and more fun atacking and stuff. If you go play there and no t here it will be worth your wile. thx! http://www.byond.com/games/Mechana2412/PokemonMagmaRed#online pokemon amethysrt < pokemon magmared
PA SUX!!!1!
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Syn
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Has this peon been banned yet?
Also I would like to inform you, that this game is UNFINISHED YOU #!@&ING IDIOT!!
Please excuse my french, but somebody needed to say it >_> .
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Snyperwolf
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He's probably from magmared and getting nervous at the potential
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irustak
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nervous? this game is crap...... I do play pmr but this game sucks, im recommending a good game worth your @%&#ing time rather than wasting it here
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Syn
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You call spamming the same message in every topic on this forum a recommendation?! voicing your opinion is fine, but what you did was nothing more than trash talk.
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Santano64neo
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I don't really like those ideas that were suggested. I personally like the way the game is. I have an idea of the tall grass thing though.
Why don't you stick some AI pokemon in grassy areas? And then program them to only attack when you come in range and have the range be the length and width of the grass?
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Jeff
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Most of them are already done. It's much more advanced than the current PA, and should be much easier to maintain. In other words, to make 1 update I won't have to change 5 other things. Catching is almost in, I just need to complete my catching formula (this will include a pokemon's catch rate, making it harder to catch some pokemon than others. Random generation, full skin controls, pokemon, the combat system, and a few other things are already done, too. I plan on having alpha testing soon, after I add 3 starters and their evos.
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Snyperwolf
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Jeff u gonna have open testing or select few cuz if its a select few i would like to be among them also this may belay the game but i think u should add 3 or 4 starting town to choose out of 12 starting pokemon for variety
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Santano64neo
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Hey, maybe you could create a demo of this. Then, let some of the pokemon amethyst players try it out and give you some feedback.
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Jeff
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Snyper: It's just early testing. I can't add stuff like that 'till it's closer to being finished.
Satano: That's just what I plan on doing .
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Snyperwolf
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If im not on PA at the time can u drop me an email when u doing the open test Its Snyperwolff5@aol.com?
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Jeff
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Sorry, I'd rather not as it would give my MSN/aim away. The game would stay up as long as PA, and the hub is under my key.
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Snyperwolf
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Ok thx
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Dragoon
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I co-own Pokemon magmared, And I map, icon and some code, And I have to say PA is somewhat better then Pokemon magmared,
And Mechana stated that PA and PMR are allied, And they are very different, even if jeff took a few ideas from PMR.
(in reply to the person talking about PMR)
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Lildre970
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r we still gonna get to be pokemon cause if not i aint playing it no more
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