I categorically did NOT make this topic purely for the terrible pun in the title.
So, I've been slowly but surely fighting the AI to make it work, but this isn't about that. AI, of course, is not the only responsibility I have on Reborn. Sometimes it's important to pay attention to quality of life features. And Gen VII added a few of these which we have yet to catch up to. Well, E18 will come with one of my favourites of those features included:
(Get it? BOXING with my responsibilities? Because you can send your pokemon to the box upon getting a new one? :]]]])
It should also be noted this doesn't just work with wild pokemon. You're given this same option with Event pokemon and, on top of that, even eggs! (And yes, that also means if you so wish, you can either add eggs straight to your party, or send them to the pc, no trips back to a pokemon centre necesarry anymore!)
Well, that's been this small update, and so I have to go slink back into my AI hole, I hope you're all excited for E18.
so i finally stopped dying and got around finishing the sprites.
i mean, they weren't all that much work, i just spaced it out a bit and then got sick, like, right after my last post here, so oops
(don't worry, i'm mostly better now!)
anyway like with the original Gen 7 sprites, here's a downloadable pack for you to use in your own Essentials' projects... and a few of the new sprites to show you what they look like.
unlike the original pack, this one does not include shiny sprites, but like... that's the easy part, y'all can take it from there.
buuuuuuut the shinies for reborn are done.
here's some of the new ones.
well, most of the new ones i guess, since there's only nine new forms and mons or whatever.
there is no need for words now, only lightly sugared strawberries. give me all of those.
i suppose i shy to post updates like this when i don't actually have anything new finished , but i really must not neglect, ne?
so while i don't have any super spectacular news, here's a general update of what's going on
USUM content is fully implemented except sprites, and i've done about half of those by now. the harder half, in fact. i've been spacing that out week by week so i don't go crazy. it hasn't worked.
the first of four map areas for the episode is structured out and currently being completed bit by bit by kanaya. cliff hell is the real hell tbh. i'll have to do some finishing work on it but nothing i couldn't do in an evening.
meanwhile i'm also working on the second of the the four areas. i really love the puzzle concept for this, but i'm a little bit concerned how it'll turn out in-game because how godfuck many events i have to use (as usual). the groundwork is laid for the puzzle (and that's always the hardest part) so i'm currently making graphics for this area and filling in the map.
marcello has graduated from USUM content and is now picking up where i left off with the AI. we're starting with making some utility methods so that enemy trainers generally know when it'll be a good idea to change a field or player's ability for the sake of just getting rid of a good one.
animations are a bit of a slow burn right now but they do, nonetheless, burn. about 60 animations remain to be completed for gens 1-6. more than 50 of those are already in some kind of progress. although gen 7 remains, and these last few animations may take a solid amount of time, there is a light at the end of the tunnel~
although you know what (hey ame, maybe actually mention the important thing here, duh-doy), now that i mention the animators we are actually looking to bring one more person to help out with finishing out the work.
sooo this is absolutely not planned at all but if you are a person who might be interested in helping out then please shoot me one (1) PM and tell me some things:
do you have any experience with:
animating in general
specifically pokemon essentials' animation editor
graphics gale (just the program is fine, even if you're not a great spriter)
what kind of time commitment can you make the project, per week? what other responsibilities do you have that might interfere?
how are you with handling criticism and feedback?
why do you want to work on the project?
experience is not necessary but will be strongly preferred since we're on the tail end of this.
the actual time required is not set but varies based on the volume of animations being handled at a time. i'll typically expect something around five hours per week.
the most important things for this are reliability and responsiveness to feedback. creativity and vision is never a bad thing either.
even if you don't have RMXP or are not familiar with its animation editor, it's cool. we can teach you if selected.
only one person will be chosen but i'll eventually respond to everyone who applies. also my base speed is like, 2 so pls under the stand if i'm a slow
sweet i hope there's no flaws in this plan i just made, how about a cut off date? yeah, cut off date sounds good. cut off date is saturday. whatever date that is. 2/17. i'll take applications until then
this has been yet another incredibly deliberate post by yours truly, thank you for reading and for anyone who may offer to help~
you know that feeling when you finally pay of your mortgage and you finally know that not only is your home your own from then on but you don't have to worry about making the house payments each month anymore?
of course you fucking don't because most baby boomers aren't even to that point yet and millennials barely even stand a goddamn chance at step 1 or for that matter affording their own apartment nor will we ever in our lifetimes the way things are currently going
but that's the kind of feeling i have right now.
i think about certain aspects of making games as taking on a "development debt". I could make the game from start to finish much quicker if i disregarded everything like animations or adding new gens or rebuilding the AI, but I choose to do those things to make the game better. in return, I accept a certain amount of development debt that must be worked out of before the game can be considered finished. and that's pretty stressful. it feels bad to not be able to put time towards making the kind of progress that i care about the most-- which is of course the main gameplay and story.
so, although i still have a significant amount of debt to pay off in the form of finishing animations and the new gen, I'm happy to say that I can at least put the AI behind me.
i mean i know it'll still take forever to test and debug and amend and yaddayadda but making fixes to something is much easier making something from scratch (or from the ashes of a previously ineffective AI system)
and also i know that the AI is only planned and not actually implemented as of now buuuuuuuut thanks to the beautiful soul known as the cellist, that's all that i really have to worry about.
which means i am freeeeeeeee from AI.
except fixes and updates to E17's parts but again, who caressss about that i'll do it later.
so! what's next? normally i would now turn my attention to the USUM sprites so that we can get our final new-gen debt all safely tucked away too. would feel good. i prioritized that last episode as well and there are really only a handful of sprites to handle this time, so that's nice too.
alas, i am not going to do that yet.
first, i will get started on the mapping. the first main area of E18 will take a bit of time on the other mapper's parts again, so I'd like to hurry and get it set, so I can pass it off to them and then, while everyone is occupied, I can take out the sprites.
as you can see on the scoreboard i've already started that in fact, sooooooooooo really i just get to do part of the funner stuff a bit early... sweet stuff imo.
that'll teach me to say 'this is the last post for the cycle' ever again. fuck AI.
anyway hi, check it out, it's E18, comin' at you now so here's the rundown on things this time around:
As expected... and for that matter, promised! Fortunately: unlike E17, there's not all that much to do-- only a handful of pokemon/forms/moves, etc, and Marcello is already hardlining on that to get it sorted. bless Marcello. The biggest issue here is the sprites, but I mean -flips hair- I can handle those. Also unlike E17, I'm not starting with this personally, so it'll be a bit longer before it's checked off. Instead, I'm starting with...
It's always such a pleasure. Remember when I tried to make the game better, but actually introduced like a dozen inaction bugs that ruined the experience for multiple waves of testing? twice? ...this is the second time. So this time I now know to expect that testing will take several months while we pick out those inaction bugs (they're really hard to pin down!!!). Anyway I talked last time about how there are ~350 function codes for all moves, and for E17 I did 120 of them. That leaves 230 for E18. I am currently cutting my way through a l l of those, as you can see on the status widget on the right. despite the low percentage, i'm about halfway done. So, a couple more weeks and I'll be set. Aside from that our other focus for this episode is potion usage, which we will rewrite entirely like we did for the switch algorithm last time.
normally this section is graphics/maps because i do them together, and to an extent that is still true here, however i don't really foresee the areas i'm mapping this episode even really needing that much in the way of graphics (and i'm sure i'll start taking some Liberties™ and promptly ruin that but) so I'm going to just simplify this down to le mappo's for this episod. in E17 there were seven areas i had to map. for E18, there are four. and one of them is not a giant fucking desert. so you know, that helps.
as usual: this is the part of stuff that makes things on map do stuff blablahbalhabljdhfbdjf so i don't really foresee this being even a significant drain on this episode because i don't have any particularly troublesome (to make) puzzles planned
but any issues or slowness that arises in this section is usually because of puzzles. if you suffer, i suffered first. that's what true love is. <3
here we are. the bulk. normally story is pretty quick-- so it's a good place for the bulk to be. but everyone knows i kind of dicked myself in terms story workload for the rest of the game after E17, so everything is effectively doubled. also, looking back at past episodes, E16 was sidequest-focused, and E17 was focused on exploration... E18's focus is the story itself. the last one it's similar to in that regard is probably E15. so we gonna kick some stuff into gear here.
exist. but i don't have much planned for them this time. there's a handful of events i need to do and maybe one or two or three small areas and other than that this should be ez to the pz like a blue moon fresh lemon squeezy. a good amount of other stuff was done for this in prior episodes. thanks, past-ame.
as usual, the throw-away category. this is used for any changes to the existing game, which i have a small handful planned for but due to deliberately shifting focus and limiting revisions for the sake of forward progress, should not be very much. the rest of this goes to bug fixing.
AKA fixing the AI we broke six parts earlier.
so there's what you can expect and understand from our scoreboard this time around.
can i call it that? scoreboard? i dont know if it has a better name but i'm calling it that from now on cuz it sounds cool. like it's a game,
or a war
against nothingness in a place that has yet to be created
so call up atreyu or whatever.