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Author Topic: (Early WIP) Pokemon: Crystal Dreams  (Read 38072 times)

Offline drenrin2120

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(Early WIP) Pokemon: Crystal Dreams
« on: December 15, 2010, 02:19:03 AM »
Oh GOD, I know I'm gonna get some flak for this...

Anyway, I'm kind of getting sick of pluggin away at Apathy of Angel's systems. So, in the mean time, I wanted to do something else. I've always wanted to do a pokemon fan game, so that kind of made sense. Plus, google gives me everything I need to do it. So, a tentative title for this massacre is gonna be "Pokemon: Crystal Dreams".

Early concept storyline: 5 years after Pokemon G/S/C. A new city has been built north of the Lake of Rage at the base of a mountain, aptly named "Crystal Mountain". This new city is, also aptly named, "Crystal Foot" (because I don't really care what the name is). This is where you start your journey. You're a young lad, who like all young lads, wants to travel the world and be the pokemaster. So, you get the chance to do that.

Professor Baobab gives you a pokedex. But he's been working with Professor Oak to modify it's capabilities. So, you go around and visit the Johto region and do fun pokemon things. Rocket comes into play and tries to take over the world. Loads of fun things like that.

Differences from series.
Pokedex v2.0
No longer do you have to catch pokemon to record their data, simply seeing them allows you to record precious information, taking away the monotonous task of "catch em all".

Storage
I'm not coding pointless Item storage or 15 boxes of Pokemon Storage. You'll be allowed to store up to 20 pokemans plus the six in your party... maybe less when it comes time to code all that. It'll play into the story so don't worry. Also, you'll be able to access your storage anywhere in the game using your pokegear.

EV Training
Plan on throwing this out the window for the most part. Pokemon will still collect EVs but when they level, the player will be allowed to choose what the EVs are applied to.

Evolving
Since trading is not available, Bill has invented a nifty system that makes sense and isn't time consuming. It simulates the effect being traded has on pokemon which causes them to evolve. This also means you get to keep the item you had to use to make it happen.

Happiness should be there too, allowing for Happiness evolution.

Breeding
I don't know... I may not put this in there... I don't know how to substitute it aptly though.

Day/Night
Found a neat little hack that lets me store the time on the computer in variables, allowing for an awesome cool sauce Day/Night system.

HMs
This is a big one. You can teach them to your pokemon if you want, but you don't have too. All you need to use an HM is a pokemon in the party who can perform the move. So, let's say you got a rock to shove. As long as you have the HM, you have the proper badge, and you got a machop or something, you can move that boulder without having to teach him the move "Strength". Really, I don't know why this hasn't been done in the series. HM moves are the worst and why the hell does Lapras need to learn a move for me to ride it? Gay.

General Goal
I want to gear this game towards people who enjoy playing pokemon "competitively". So, I want to avoid as much of the hassle of spending hours EV training, evolving, getting items and blarhg. And just include the fun parts of exploring the pokemon world and raising your pokemons just how you want to.

Also, I want the player to easily, while still being challenged where a challenge is merited, catch the first 251 pokemon if they want. Of course, there won't be anywhere to store all of them pokemon, so you'll have to choose wisely.

The Realization
I get this is a lot of work. But in some ways, it isn't. I'll be using GBC style graphics, allowing for easy to manipulate tilesets and charasets. Everything else is already planned out and just needs to be coded. So, in no way is this definite. This is just me screwing around with rpgmaker to kill time while I build back up my interest in trying to finish AoA.

Plus, like I said, I've just always wanted to do this. So, yeah, I'm gonna just see how this goes.

Also, here's a screenie to give you an idea of the graphics and possibly the storyline. You guys should know who the purple haired girl is. ;) and thus, how the story might kinda sorta pan out a little bit.


So yeah, I'm a tender virgin, so don't effff me to hard in the aaa for this.



ALSO
Cameo opportunity!
I want to include most, if not all, of the characters that people RP'd in that there Pokemon RP, in some form or another. But, if any other chara member would like a cameo, they're more than welcome to offer up ideas for your characters.

« Last Edit: December 16, 2010, 08:01:22 AM by drenrin2120 »
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Offline drenrin2120

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Re: (Early WIP) Pokefan Game
« Reply #1 on: December 15, 2010, 02:36:08 AM »
No, just up to 251. Those are the ones I'm most familiar with, plus I don't want to plan too much.
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Offline A Forgotten Legend

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Re: (Early WIP) Pokefan Game
« Reply #2 on: December 15, 2010, 03:29:00 AM »
*Like*  Good luck!
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Offline SaiKar

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Re: (Early WIP) Pokefan Game
« Reply #3 on: December 15, 2010, 03:29:50 AM »
Quote from: drenrin2120 on December 15, 2010, 02:19:03 AM
I want to include most, if not all, of the characters that people RP'd in that there Pokemon RP, in some form or another.

YUS!

Also, best advice I can give: PLAN NOTHING. Take the game one day at a time. Think vaguely about overall themes, but don't really get into thinking more than one city or so ahead of you. Bigger planning = that feeling of OMG this isn't getting anywhere = giving up.
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Offline X_marks_the_ed

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Re: (Early WIP) Pokefan Game
« Reply #4 on: December 15, 2010, 03:35:04 AM »
Quote
HMs
This is a big one. You can teach them to your pokemon if you want, but you don't have too. All you need to use an HM is a pokemon in the party who can perform the move. So, let's say you got a rock to shove. As long as you have the HM, you have the proper badge, and you got a machop or something, you can move that boulder without having to teach him the move "Strength". Really, I don't know why this hasn't been done in the series. HM moves are the worst and why the hell does Lapras need to learn a move for me to ride it? Gay.

You have my full attention.
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Offline A Forgotten Legend

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Re: (Early WIP) Pokefan Game
« Reply #5 on: December 15, 2010, 04:37:27 AM »
Saikar's advice is useful.  Especially in this type of project where its just trying to pass the time.  Maybe mixing this with a plan?
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Offline fruckert

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Re: (Early WIP) Pokefan Game
« Reply #6 on: December 15, 2010, 04:39:54 AM »
Quote from: lucas_irineu on December 15, 2010, 03:57:14 AM
This is so not the right way of doing a game.
Yes it is.
That's what I've been doing with the past couple of projects that I've been workoh.

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Quote
Ellie: I had a slice of ham in my hand. I was going to drop it, so I slapped it hard. It attached itself to the wall

Offline drenrin2120

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Re: (Early WIP) Pokefan Game
« Reply #7 on: December 15, 2010, 06:03:24 AM »
Sai's advice actually isn't the worst. Figuring out how to implement IVs, EVs, Natures, Base Stats and everything else is intimidating enough without thinking about the plot and stuff.

And **** bidoofs. You're not getting any Bidoofs! Unless you want 26 Bidoofs doing nothing but holding you back!
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Offline Prpl_Mage

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Re: (Early WIP) Pokefan Game
« Reply #8 on: December 15, 2010, 08:00:21 AM »
I demand that Lake of Rage is a Bidoof haven. They ate all the magikarps and made it a dam.


Also, you'll be a magic man with full respect when you pull this off. Sounds nifty and sweet.
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Cool RPGM Project!
Sprite till you die

Oh my god, this was ...10 years ago...

Offline coreystranick

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Re: (Early WIP) Pokefan Game
« Reply #9 on: December 15, 2010, 02:11:03 PM »
i would make me in sprite form but im having a hard enough  time typing with my left hand
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Offline drenrin2120

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Re: (Early WIP) Pokefan Game
« Reply #10 on: December 15, 2010, 03:53:50 PM »
Well, gee... Now I've got expectations to live up to and stuff...
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Offline Ben

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Re: (Early WIP) Pokefan Game
« Reply #11 on: December 15, 2010, 04:09:34 PM »
this is ben endorsing this hot mess
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Offline drenrin2120

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Re: (Early WIP) Pokefan Game
« Reply #12 on: December 15, 2010, 04:44:25 PM »
Eh... EV's are easy, it's just extra stats. IVs are pretty important, they diversify pokemon of the same species. Plus, I think I know a pretty simple way to make it all work out. There's an equation that works with every pokemon to calculate its stats. So, that means only its EVs, IVs, Nature, Base Statistics, and Level, play a role in it stats. Sounds like a lot, but it makes it a little easier because I can use the same equation for every single pokemon.

Base statistics don't change between pokemon of the same species. Natures are easy, as far as I understand them, they only decide whether the whole equation is times by 0.9, 1, or 1.1.

So, I think I can make this work pretty well and be pretty accurate. But this is all in theory.
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Offline drenrin2120

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Re: (Early WIP) Pokefan Game
« Reply #13 on: December 15, 2010, 05:33:26 PM »
XD

Well, ill see how it goes. If it becomes too much, Ill forgo the IVs and nature. EVs are too easy to pass up tho.
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Offline drenrin2120

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Re: (Early WIP) Pokefan Game
« Reply #14 on: December 15, 2010, 08:38:52 PM »
Ummm....
somewhere along these lines.

Here are the variables needed. These variables will only store information.
4 variables for moves
4 variables for PP

Evasion Stat
Accuracy Stat
Happiness Variable
Type of Ball Variable
EV Variable (This keeps track of how many EV's the pokemon has. Not what has been applied.)

The following variables keep track of where EV points have been applied.
HP EV Bonus
Attack EV Bonus
Defense EV Bonus
Sp. Attack EV Bonus
Sp. Defense EV Bonus
Agility EV Bonus

These are self explanatory
HP IV
Attack IV
Defense IV
Sp. Attack IV
Sp. Defense IV
Agility IV
Nature
Held Item Variable
Type 1 Variable
Type 2 Variable

That's all the variables I can think of for a total of. Base stats don't need variables because they're constant numeric values.
That brings the total number of variables to 29 variables per pokemon. For a party of six pokemon, that's 174 variables.

I'll probably only be allowing ten pokemon in storage, that means, 290 extra variables.

I plan to make a database of pokemon base stats that will apply them to temporary variables when called on to do so. Then, those temporary variables can be applied where ever they're needed. To determine a pokemon's stats, the equation goes like this. By the way, using temporary variables allows me to only code this equation once and run every pokemon's stats through it when needed

Stat = int(int((2 * Base Stat + IV + EV) * Lv / 100 + 5) * Nature)

That's for everything but HP. Hp has its own equation.

Stat = int((2 * Base Stat + IV + EV) * L / 100 + Lv + 10)

And there you go, pretty straightforward. Let me do an experiment. Let's say you've got a level 10 Charmander with the following stats

Charmander's base stats are ALWAYS
HP 39
Attack 52
Defense 43
Sp.Attack 60
Sp.Defense 50
Speed 65

Let's say this is what his EVs and IVs look like (btw, EVs and IVs can both only equal 0 through 31)

EVs
HP 4
Attack 27
Defense 0
Sp.Attack 24
Sp.Defense 6
Speed 0

IVs
HP 31
Attack 12
Defense 7
Sp.Attack 0
Sp.Defense 21
Speed 2

And he's got a hindering nature.

Our equation says at level 10 his stats should look like this...

Charmander
Level 10
HP 31
Attack 20

And that's all I feel like doing out. I checked out my work on a stat calculator though. This is what the stat calculator said.
Lv 10
Hp 31
Attack 17
Defense 15
Special Attack 17
Special Defense 15
Speed 18

Okay, so I was a little off. But you get the idea. I think I just use a calculator for one of the newer generation. Regardless, as long as the base stats are there and there's an equation to level the playing field, then all the stats will be consistent with each other. Trying to think of the word. They'll be proportional to each other.

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