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Sardines

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Pokemon Reborn Development Blog

Pokemon Rejuvenation Development Blog

Everything posted by Sardines

  1. Nobody is saying grinding is difficulty. And fine, lets disregard any QoL feature like exp candies, ev rooms, etc. You still have Debug to use
  2. In that case, go play Normal mode. There is nothing wrong with that. If you don't want to spend all that time grinding and you're opposed to using debug, then I'm not sure what else can be done. Intense was literally made to be stupid hard (because they relied on field effects before as well, and had high EVs etc). And now with much better AI, it is doing a good job of being stupid hard
  3. Aight, so reading through this and I can't help but think that there is one key point being ignored or just isn't considered The "canon" way to play Rejuv is on Normal mode. If you want an easier time or you want a bit more of a challenge then you have Casual and Intense mode, respectively. Or to put it simply, casual and intense mode are extra features. I think it's a bit unfair to expect the devs to develop this game around the needs of Intense (or Casual) mode. Sure, QoL are always nice and I believe they are steadily added into Rejuv as more are thought up and suggested (obviously, not all suggestions are taken into account. Some are too low priority or a bit unreasonable). But at the end of the day, the main focus of dev isn't looking at things from the perspective of "how is intense". Now, just playing JRPGs in general, I'm personally not a fan of grinding to reach a specific end result (i.e. getting a specific character to specific level with specific attacks/abilities). So I can definitely empathize with what you're saying. But from what I'm understanding: a lot of the critique in your post looks like "intense mode should allow access to a formalized version of pokemon editing to save from the mindless grind". And I think the easiest solution to that is: just turn on debug and use that. It's a one line change to enable/disable it and should allow you to breeze through any of the mindless grinding. I can't guarantee what future releases may add into the game. But to expect that specific features would be added for a certain mode only might be expecting too much as, once again, the game is developed and planned around Normal mode
  4. I can't believe you put those line breaks in at the end of your post like that But, fantastic work as always
  5. No need to be sorry if a question has been asked before. Can't expect to read through all previous questions in all threads for every obscure question. Jan can probably come in and give a proper answer but from what I know 1. If it's on the wiki, take it with a grain of salt. It has a lot of very outdated information. Such as Douse being a move that used to be in the game but now it's an unused move (no one uses it at the moment) 2. There isn't any real number decided for "how many TMs intend to put in game by final version". We'll know when we get to the final version 3. Can't say anything on this. Mainly cause not everything is finalized
  6. Dude, are you ever satisfied? And what do you mean "how I am supposed to know about that now"??? The purpose of this is so that you can know
  7. Nominating @Ikaru for everything, ez
  8. Well, there is a massive "Completionist" walkthrough guide with all the information that you could need. So that should get rid of all doubts
  9. I think it should be replaced with "Key of Victory". Sounds like a pretty cool name that leads into something epic. When I make my own anime, I'll make sure a protag (or at least secondary good guy character) will have a move like that
  10. Oh no. That's so sad. Master will be disappointed
  11. Buff to their moves? Yo, are they getting Blaze, Torrent and Overgrow as their hidden abilities? That's insanely pogchamp. And what's this about key of victory? Is this a kingdom hearts reference? I don't understand it but Jan is a big fan so I'm sure he'd get it. Absolutely poggers though
  12. That's be pretty neat too
  13. Yooo, this is awesome (lemme just take this and incorporate it). While simultaneously being tilting cause some of this is such basic stuff being done wrong in the first place (what the hell is with quad-calcing terrain tag, that makes me mad). But if anything, I respect your bravery. We all know how you can make one tiny change to something non-battle related and the code goes "no, I shall not run now, at all"
  14. Yo, how you ppl doing? What's crackin? And what's going on?
  15. for real, like they got me questioning... when's v13 releasing???
  16. What about truck guy and piano lady??? Piano lady is a real one
  17. what you just posted... that's kinda cringe bro
  18. Given that a couple of devs are practically boomers and the Boomer Remover virus is op, I think it's safe to say that v13 got cancelled. God, I hate cancel culture
  19. Wow, nice art gamer. Sooo...are you adding my ocs (and their art) or...
  20. Hey there (hi, I'm the scripter btw, I just don't talk publicly much cause uhh idk) And to answer your first question ("how to the devs work as a team"): we all go feral, but at non-overlapping timeframes thus maximizing efficiency and always making some progress in one aspect. But for real, that is sort of what happens unironically. Zumi takes a bunch of work and goes feral at one point, I let tasks pile up and then go feral on them, Jan is feral almost 24/7 except when he sleeps (that's when I'm going feral - maximizing that productivity). The rest go feral for small moments in time almost daily. And to perhaps better answer your question: it's like working on a group project where everyone does the work but the deadline is somewhat more lenient until release day when it's maximum panic cause uhhh bugs really suck fam. And personal thought but everyone in the dev team is like my homie As for your second question ("what do ppl do to help development"): there are our default tasks. I'm the scripter, Zumi is the artist, Alex and Azery do balance work, Winter does spiriting, etc, etc. Jan works on almost everything else along with overseeing whatever we are doing (perhaps telling Alex/Azery a certain trainer should have a specific set of mons at least, letting me know he needs some different script or some function done, etc, etc). But outside that, tasks also overlap (thank you Alex and Azery for all the AI and battle testing). Obviously, this is my own perspective of things, there may be some other things ppl do which I don't notice cause I almost tunnel vision into scripting at times. Other devs can talk about what they specifically do and other extra stuff that comes on their respective plate. And happy to see you're enjoying the game so far!
  21. No worries. Gonna try it out now. Also, just wondering but by any chance, are you using any mods of any kind (and/or are you using debug)?
  22. Just had a look. Is this savefile after Gigalith turned to Ribombee? Cause I see two of the exact same Ribombee. Any chance you'd have an older save/backup where it's still a Gigalith?
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