Jump to content

Fiasom

Veterans
  • Posts

    45
  • Joined

  • Last visited

 Content Type 

Profiles

Forums

Events

Reborn Development Blog

Rejuvenation Development Blog

Starlight Divide Devblog

Desolation Dev Blog

Everything posted by Fiasom

  1. My preferred team is a mess of fields and weathers - I can shift between rain, sun, rainbow, grassy, and burning fields. However now I'm thinking about my strategy quite darkly. I think at least one of the final boss battles will be on the starlight and new world fields, and you can't use weather effects in those fields. A weather team might not be your best bet for your first playthrough of the final episode.
  2. THE ABRAVAN KING WANTS YOU FOR THE ARMY (you code?) The Civil War Team is looking for a coder/scripter to join their ranks. Pokémon Civil War is a fan game still in its infancy, being built with Essentials 17.2. The game includes some major departures from classical Pokémon tropes, a complex plot with deep lore and world building, and some new mechanics that will affect the gaming experience, bringing a fresh new take on the old tried and tested aspects of Pokémon games. As a result, there is major work undertaken on the conceptual design front, and we would like someone with coding/scripting experience to contribute to the game concept, as well as implementing the mechanics listed below. The game is planned to be released in eight chapters. More information can be found on: PRIMARY REQUIREMENTS: Game Concept & New Mechanics This mainly includes scripting and implementing new mechanics that are present either in very few other games, or will be developed for the first time in Civil War. This is the main long term commitment the game requires of a coder/scripter, and it is likely that the coder who deals with these aspects of the game will also contribute to the conceptual design of the entire game. I should note that the below list does not cover everything, new considerations are likely to arise as the game progresses, and each item below is up for debate considering feasibility and improving the gaming experience. That said, I do not expect one person to do everything listed below. Any contribution is appreciated. Factions & Relationships: The game includes 13 political factions vying for power, and the players’ choices influence which (if any) of the factions achieve their goals. The game also includes relationships with several major NPCs, making them anything from enemies to rivals to friends/allies to lovers. I am (planning on) using switches and variables to implement the consequences of players’ choices regarding the political outcomes and their relationships with NPCs. However, this is a bit daunting, especially the players’ influence on the political factions’ goals, as this is likely to get insanely complicated using switches and variables. It also puts me in a hard place of either having to plot out every political detail of the game in advance of actual eventing of anything on Essentials, or not releasing the game until it is fully completed. (Neither of these scenarios will happen, which pretty much guarantees future regret.) Perhaps a new mechanic can be implemented to make life easier? Field Effects: This is the salt and pepper of any good fan game. Perhaps some field effects can be the same as those used in Reborn, but there will be at least one new field effect. It is likely that we may prefer to have a unique field effect for each terrain/route, even if they are only slightly different from the others. This is also relevant to the below item. Pokémon Aquaticity: I’m not sure if this can be implemented, or whether it should be implemented to begin with, but I think it could be nice to add an aquaticity division similar to the airborne/grounded division. If this is implemented, the presence of water and land on any field effect will become crucial. Different Battle Types: Can we implement triple and or rotation battles alongside double battles? The game involves military campaigns, and a variety of battle types can be used to enrich the game – especially in terms of military tactics. New Battle Engines: There are some large battle sequences planned – including a siege on a fortified city. My original idea was treating the battlements as a Pokémon called “The Wall”, or a unique field effect, but it was later suggested by a contributor that a new battle engine could be designed and implemented. While I like this idea, honestly, I don’t what I could ask for. Permadeath: I would like to make it so that Pokémon can die in the game, but this would need to be different to Nuzlocke – sometimes a strategy requires a mon to take a hit for the team, and I do not want to disqualify such strategies. I have a couple of ideas floating in mind about how this could be implemented, but I would rather talk this over with a coder/scripter. Scripted Losses & Starting Over: I would like to make it so that players can walk around with a full team of fainted Pokémon until they walk back to a healing point – instead of being teleported straightaway. Also, you may drop all your money if you lose to a hostile NPC (means differentiating between enemy soldiers, thugs, and friends.) Pokédex: It needs to give false nesting information for plot and narrative related reasons. We can also make good on the pretension that we are given a Pokédex because we will do field research. Well, let’s get that research done. I remember that Gen 5 may have some ideas to offer on this front. Banking & Financial System: The economic system of the region has been considered while world building, but I had no ideas regarding how to implement the economic aspect of the world into the game until very recently. It’d be awesome if we can implement a proper banking & financial system. I got a few ideas on this front too. Flying: Fast travel instead of instant travel. I imagine a cross between panorama graphics used in Rejuvenation and the ‘flying’ Light Platinum. SECONDARY REQUIREMENTS: Common Elements This mainly includes implementing the scripts and mechanics most games have, but do not come with the Essentials Pack. Most of this stuff will be available out there, and any one on the team can find and implement these, but since it is in the domain of scripting and coding, I’ve included them here as well. Updating the game to Gen 7 Pokémon, moves, items, mechanics, etc. Gen 5 type repel use Weather conditions Minigames (e.g. Voltorb switch) Quick save 3 registered item slots Skip text (I am verbose if nothing else) Mega-evolution …and more… OTHER ROLES Gamer: This role is about helping with the gaming aspects and balancing. I.e. competitive boss battle teams, balancing field effects, value of items depending on how the new game mechanics change the environment etc. Composer: I do not compose music, so the music I have chosen for the game so far is from my own music library, ranging from electronic to orchestral, and from stoner rock to Mongolian folk. All of this is copyright-problematic music, but then again, we all live in the shadow of Nintendo… DEVS EX MACHINA Fiasom: Lead Designer and Writer, Eventing, Mapping, Game Concept Phi-Bi: Game Concept, Spriting, Tiling CONTACT You can contact me (Fiasom) on Relic Castle, the Reborn forum, and on Discord.
  3. I have just made a massive edit to the original post. Now it is the same as the one over at Relic Castle.
  4. I am way too keenly aware of the pitfalls you describe here. Trying to save the world while silencing all "idiots" is one path the players can take, but this will essentially make the player the villian of the game. It is more likely that they will choose to side with several of the factions by the end of the game. Indeed, they will have made the 'choice' throughout the game by completing side quests, and how they complete them. And none of these choices will be simple ("I won't do something that bad") or extreme ("what harm can come from it?"). There are two main alliances, but both 'alliances' are loose, and neither is good or evil. There are those that are better than others (kind of like Starks vs Lannisters vs Boltons), but trying to explain what the factions are, and how they relate to each other is a bit too complex to do here - I have a 13 by 13 table and a 3K word long document explaining what the factions are and how they relate to each other. That said, there is a villian of the game, but it will be obscured. Understanding who is the real villain is one of the main challenges of the game. As I said above, critical thinking is a thing. With regards to differing viewpoints - everybody lies, and most don't even know that they are lying. You get to watch news, read newspapers and library books, talk to NPCs, and experience some of the news-worthy events. Each shows some kernel of the reality of things, but each also present a biased view (the exception being what you directly experience). And the points of view are not limited to the 3 countries; everybody has a different opinion, but most generally fall within the interests of the 13 factions. There are several different kinds of power in the game - economic, political & media, and military. I think this reflects reality fairly well. So I have designed an economic system based on Pokemon, inspired by the Petro-Dollar. (It is called the PokeDollar, in the end.) This has nothing to do with the money you get after battles, it works more for the lore and the plot. With regards to good and evil, I have done my fair share of studying moral philosophy, so I have a fairly nuanced view of morality. A black and white good vs evil usually boils down to either a bigoted and hypocrite understanding of us vs them or the Men of the West vs Sauron (which is also another version of us vs them, only way more simple and unrealistic/fantastical). Chapters 6 and 7 are titled Nature and Humanity, respectively. And in these two chapters I'll explore how natural morality and socially constructed morality are very different things.
  5. INTRODUCTION Pokémon Civil War is a game that is geared towards an adult audience, and has themes of violence, drug abuse, sex, and all the other good stuff. It covers the events of the newly created region of Abrava, which is home to the three countries of the Abravan Kingdom, the Free Democracy of New Unova, and the League of Elemental Cities, across which thirteen different factions pursue their interests. It is rife with political intrigue, and realism is a major theme and influence in the conceptual design. The game explores moral, political, and philosophical themes. It is planned to be released in eight chapters. I have been working on the concept since March, and I am getting close to the release of a demo. However, the writing and concept in general, and eventing on RPGMX is taking a lot of my time, so I have not done any coding or spriting and work with what I got with the Essentials Pack. The writing of the game is also growing bigger than what one person can manage in meaningful time scales. Thus I am on the look for permanent team members. See below for more. STORY We are bound to Pokémon. It may seem like we are their masters since they respond to our never ending commands and demands, but while they can live without us, we cannot live without them. They are our energy, our weapons, our religion. Our civilization stands on their shoulders. When you consider who is dependent on who, it becomes clear that they are the masters of themselves, while we are slaves to ourselves. ... The flow of blood has not stopped in the Abravan Region since the passing of the last Champion 300 years ago. The Abravan Kingdom is embroiled in a civil war between the Abravan Dictator King and the internationally backed Rebel Minority. Despite the stellar rise to power of the Free Democracy of New Unova since their founding 150 years ago, they still seem to lack the power to negotiate a peaceful resolution to the conflict. All the while the League of Elemental Cities have clamped down on their borders to avoid being sucked into the conflict. It might seem like your little town has been spared from the worst of the war. But it is not an easy thing for a single mother to raise a child in the depths of an economic crisis. If only Father hadn’t left for the army 5 years ago. At least Mother seems to have finally overcome her grief… But now, there are rebels spotted near your town. Can you rise above the petty politics, and save your loved ones from this black hole of violence? FEATURES Pokémon Available Pokémon: All non-legendary, non-ultra beast Pokémon available. Starters: None – you start with an egg that may hatch into any of the baby Pokémon except Mantyke + Eevee or Ralts. Legendary Pokémon: They are treated as gods in this game, hence cannot be caught, but may join your party if you earn their respect. The Masterball is the exception to this. Fakemon: None – perhaps one legendary Fakemon might be added, depending on how the game develops. Gyms & Badges: No gyms and +20 badges. All badges except the first and last are optional. There are 3 kinds and 6 classes of badges, and you need at least one badge from each class of badges to finish the game. HMs: HMs still exist, but they work like TMs. Story & World Plot: Complex and flexible political plot where thirteen factions pursue their interests, spread across the region. Choices you make in side quests and dialogues impact the main storyline, and determine which (if any) factions achieve their goals. Characters: Large cast of in-depth characters to be loved, hated, used and forgotten, including your best friend, a wife that goes on a quest of vengeance for her husband’s death, a legendary contingent of the Abravan Army, the Dark Philosopher, the Elemental Lords, the poetic shadow leader of the Rebels, and many more… World: Massive and detailed world with seventeen cities and villages, and a variety of terrain including jungles, forests, mountains, grasslands, rivers both above and underground, deserts, and an open ocean with tiny islands. Regional Lore and History: Detailed history that spans centuries, numerous religions centred around legendary and mundane Pokémon alike, three distinct cultures, a region-wide economic system, media, politics… Choice: As a talking main character you will have the opportunity to develop rivalries and romances with NPCs. Through your choices in the main storyline and side quests you impact how the civil war is resolved, and who emerges victorious. The game will encourage specializing in certain roles and strategies, and given that most badges are optional, which badges you want to get will be up to your choice. Unreliable Narratives: Each faction pursues its own interests, and thus holds a biased view of the political situation. You get to watch the news, read newspapers and books, and talk to NPCs, all of which give partly true and partly false information, trying to pull you in their own interests. To understand the truth, you need to make up your own mind, and decide on your actions accordingly. Your choices effect the world. Different Starting Locations: Two intertwined but completely different starts to the game that do not merge at least until half way through the game. The male character starts in the Abravan Kingdom, while the female character starts in New Unova. The current demo covers only the Abravan start. Multiple Endings: There are ten different endings. The ending you reach will be based on the choices you make throughout the game. In one you make a lasting impact to the region for the worse, in another you make lasting impact for the better, and in the remaining eight the status quo is not significantly disturbed by your actions and your impact ranges from negligible to memorable as a passing mention in history books no one in their right mind ever reads. New Game Mechanics Non-Nuzlocke Permadeath: Your Pokémon may die, but this requires more than simply fainting. I have two alternative methods in mind, but will need to talk with a coder about whether either is feasible. Game Over: If all the Pokémon in your party are dead, you have become vulnerable, and you may be killed. While this is an unlikely scenario, there is also incentive to die, too, if you think you can come back from the Ghost World. Pokémon Aquaticity: How does a Seaking, or a Kingdra move on land? By flopping around? It doesn’t seem very conducive for a battle on land, now, does it? I think it is time to separate the terrestrial and marine worlds. New Field Effects: At least one new field effect – the Battlefield Field Effect – at most a unique set of field effects for each map/route in game. Flying: Optional but desirable. Instead of making flying instant travel, it would be better if we could make is so that it is simply fast travel in the skies. Though I’m afraid this may require outrageous amounts of mapping and/or spriting, and have no idea how feasible it is in terms of coding. Special Events: Optional but desirable. The siege in Chapter 2 could be run on a special battle engine. There may be similar or different event in the future of the game. Character Stats: Optional. Two stats that make sense to me for this game are HP (related to how you get game overed) and leadership (related to Pokémon truancy). SCREENSHOTS Deep Lore: Colourful characters: Maps and small nuances: DEMO PROGRESS Concept & Story – 90% Eventing Main Storyline – 50% Eventing Side Quests – 0% Eventing Misc – 20% Mapping – 90% Spriting – 0% Coding – 0% Total – 35% (disregarding spiriting & coding, and 15% factoring them in) DEVS EX MACHINA (The Team) Just me, and as a results there is no progress on spriting and coding. I’m working only with what I got from the essentials pack. CREDITS Pokemon Essentials by Peter 0. and Maruno, based on work by Flameguru RECRUITMENT I see five roles to be filled with regards to the development of this game. Co-writer: The concept of the game is becoming too big for me to manage on my own in meaningful time scales. What I expect from any co-writer is to at least consistently give me in-depth feedback which allows me to keep progressing and avoid getting stuck, at most to take on whole sections of the writing. There are major blank spaces in the latter chapters of the game, and an entire main character (the New Unovan beginning) remains to be written. I should highlight that I am not expecting co-writers to do my for me, or simply write what I would write. The position of an invested co-writer could be better described as a co-creator. Spriter: I am working only with what came with the Pokémon Essential Pack, and it is somewhat limiting. I am looking for a spriter to create tilesets and character sprites. There are lots of characters (around 10 sprited characters for the first demo alone), and with regards to the tilesets, I would like at least to have some distinct architectural styles for the three countries. Scripter/Coder: I am looking for a coder to implement the new mechanics I have written above. Composer: I do not compose music, so the music I have chosen for the game so far is from my own music library, ranging from electronic to orchestral, and from stoner rock to Mongolian folk. All of this is copyright-problematic music, but then again, we all live in the shadow of Nintendo… Gamer: This role is about helping with the gaming aspects and balancing. I.e. competitive boss battle teams, balancing field effects, value of items depending on how the new game mechanics change the environment etc. One person can fill more than one role above, and the same role can be shared between different people. I will start a thread for each role in the Team Recruitment section on Relic Castle, and provide their links here, when I am able to do so. CONTACT You can find me on Relic Castle, Reborn Forum and on Discord (once I get used to using it) by the name Fiasom.
  6. Hey there folks, I would like to pose 2 questions to the community: How do you think a non-Nuzlocke death mechanic should work for pokemon? How do you think NPCs and the PC should be able to die (game over in the case of the PC)? I would like to implement a death mechanic to the game in which pokemon can die, but I would rather it is not simply fainting, as some of my strategies include sacrificing a mon after it has done its work (e.g. setting up screens and hazards). What would your suggestions be for a death mechanic that allows for fainting? (Not being teleported back to the last healing point and walking around rather vulnerable with a full team of fainted mons is on the table here.) And following from this, what would your suggestions be for a mechanic for killing NPCs and getting the PC killed? I was thinking that vulnerability could be of use here, but I don't want to give anymore details of what I think to avoid directing and limiting what might occur to you guys. Gimme everything you got from the wackiest to the most realist to the most feasible mechanics you can think of! Cheers folks!
  7. I'm really happy that Jan responded to my first comment too. And I think one of my favourite things of the game is this discussion that it has generated. I just read a fascinating article relating to my last post, and was going to edit a link into that, but since the discussion is progressing I though I might as well embed it here. Oh, also I been meaning to say this for a while. I liked Terajuma Jungle better in V8. It looks prettier now, but it was a sprawling and confusing mess of a forest that gave the chaotic feeling of a wild jungle pretty well imo.
  8. Thanks a lot for this Jan, I really appreciate the way you've replied. It's in much better style than my first comment. But I still stand behind most my points. The below is spoilers cont. and I've dug a little into philosophy as well. Turned into a mini essay of sorts...
  9. So many parts of this game are so good. The visuals + music + events/dialogues create an incredible ambience, and each part of the game is novel in this respect. The epic scope of this is to be recognized. The story and the overall premise is also very good. Characters are pretty good as well as characterization (including pokemon events). I like the side quest system as well, and really appreciate the Audino trainers when grinding. Balance is also very good, and one thing that I really like about both Reborn and Rejuvenation is that you need to make proper use of weaker pokemon, and my appreciation for that has really increased. But, there is an issue that needs to be addressed: (Spoiler intensity: 10/10 - if you haven't played V10 yet, and like me, check the spoiler tags in case it might not spoil it, be warned the below spoilers will kill the game for you)
  10. If you're looking for a Reborn fix, nothing will give it better than Rejuvenation. Go play that. Ask no questions. A lot of people have suggested Desolation, and I have played it a little past the second gym, and I have to say, if you care about writing and dialogue, you may find it a huge let down. Choices influencing your relationship with major NPCs - great, but then some of those choices are written really, really, really badly (insofar as I got in the game). Bits of the story shock you - great, but then takes the shock back. Desolation has massive, massive potential. The choice system is pretty good, mapping is pretty good (except for a few places where they've been lazy inattentive [*cough*beach-debris*cough*]), balance and progression are liveable. But it really needs a skilled writer. But then there is a veritable wagon load of games with decent gameplay and meh to bad writing. But none of them are as promising as Desolation. So if the devs of Desolation come across my post, I hope they take it as a constructive criticism rather than pointless ranting of frustration - as I mean it as the former. You could give Insurgence a try. I don't think it is bad in any of its aspects - in fact the context and background, the plot, are pretty good - but it doesn't really outshine anything in any respect either. I liked their Delta species (e.g. Fairy & Psychic type Delta Bulbasaur). Overall, its got more going for it than against it. I will start a re-run of that after Apex (and then Rejuvenation V10, and then Reborn E18, and maybe Snakewood now that I'm thiking about it... and then Insurgence definitely after that). I'm playing Apex right now, and... Writing is pretty good. The scope of the story is smaller than Reborn or Rejuvenation (e.g. fewer characters), but what it does, it does quality (e.g. none of the characters are shallow). Only, the game is hard (and not because there is tough opposition which you need to beat by getting creative, you're simply way too limited in what you can do), and it took me like 8 hours to break through the first level cap (though there is a lot of game play without battling - but 8 hours is still a lot! (Oh, and I take my time exploring while playing, so yeah, longer)). If you get your sense of progress through levelling up, this game will frustrate you. You need to take it for what it is, and it is story first, gaming second. And frankly, I might be about to decide that the story isn't 'thick' enough to carry the rest of the game. There are times when you end up having to explore vast areas with a limited team, and the last time the story motivated you into action was like 2 routes and a forest ago. But the good bits are gooood. Especially that forest - I could live there. Alternatively, I gave Pokémon: Bonfire Stories a try, and I liked it. It was developed for the Relic Castle Gaming Jam (or some such thing), I think. It is short, with only four stories in the current release, but there is some good content there - lots of attention to detail. Each story is independent from each other, so it is not like you pick your starter and go on an epic journey. You talk to a bunch of people around a bonfire, and each dialogue takes you to a different map and you play out the stories they tell, basically. Simple, easy, fun, short. More like a tasty snack. Now, Uranium - that is quality stuff. The Fakemon really work well. The story works too. It may as well have been canon. I really loved playing Snakewood - great dialogues and writing, awesome ambiance and atmosphere creation, and great everything in general. Only, my computer crashed and I lost my save file before I could finish the game, and I'm not replaying it for another long while (*shudders remembering gen 3 mechanics*). The only problems I had with it are some ridiculous original Fakemon (luckily they are not central to the game, and they should not be confused with the zombimon - those are very good) and that it has Gen 3 mechanics - though this was more of a challenge than a problem. I remember taking a relieved breath when I got back to civilization: back to Reborn, with Gen 6 mechanics.. Seriously, take a look at Aerodactyl's Gen 3 moveset. But then again, one of the reasons getting back to Reborn felt like getting back to civilization is because the ambience and atmosphere Snakewood creates is so damn well! So there goes the best of my love & hate games. The plusles and minuns for each of them. Enjoy!
  11. I picked Unova for political reasons more than anything else, but the truth vs ideals lore is philosophically very juicy too! And thanks for your advice! Thanks! I'll make sure to drop a line on you!
  12. Hey there folks. This is me pitching a new game, and looking for anyone interested in creating the game with me. The game is influenced by elements of epic fantasy, and perhaps a little bit by grim dark fantasy – so yeah, I got some themes of violence here. The game is geared towards a more adult audience. Since writing is my thing, I have the plot fleshed out in broad terms, and with more detail for the first third of the game. I can make fast progress with this if the project looks like it will get off the ground. I have also made some headway with characters as well, but there is a lot more to do. Once again, I can make fast progress with this. That being said, I am perfectly happy for any and all team members to create characters, or simply suggest a few. I think it’s fitting if developers are in the game as NPC’s, either minor or major. No pressure of course. I am happy write all dialogues, and do any and all other writing. Of course, everything I write is open to debate. And also, I’m happy take on any other responsibility I am capable of. Now, The Elevator Pitch: The flow of blood has not stopped in the [insert name here] Region since the passing of the last Champion 300 years ago. The Middle Kingdom is embroiled in a civil war between the [name of dominant ethnic group]’s with [ethnic minority]’s. And despite the stellar rise to power of the Free Democracy of New Unova since their founding 150 years ago, they still seem to lack the power to negotiate a peaceful resolution to the conflict. All the while the League of Elemental Cities have clamped down on their borders to avoid being sucked into the conflict. It might seem like your little town has been spared from the worst of the conflict. But it is not an easy thing for a single mother to raise a child in the depths of an economic crisis. If only Father hadn’t left for the army 5 years ago. At least Mother seems to have finally overcome her grief… But now, there are rebels spotted near your town. Can you rise above the petty politics, and save your loved ones from this black hole of violence? Features: Detailed Plot: Story driven game that breaks away from some of Pokémon’s classical tropes. New field effects: I have at least one new field in my mind, and several tweaks to existing fields, but it might be worth considering new field effects instead of tweaking old ones. The changes I have in mind, in this respect, are partly related to how the plot develops in the later phases of the game. Death and game over: I have an idea for party Pokémon to die; the mechanics for this would be different than a Nuzlocke – a little more is necessary for a Pokémon to die than simply fainting (my strategies usually involve a Pokémon fainting in battle, and I’d rather not disqualify such strats outright). And related to this, I imagine mechanics for the player to die as well – game over. Themes of Violence: In certain situations, the player has the option to kill an NPC. There are also other kinds of violence as well. I don’t think the violent events need to be visually gory, but they tend to drive the story forward, especially in its early phases, so it is a narrative necessity (I dislike splattering around blood just for the heck of it). And of course, we can make the visuals as detailed & gory or vague & undisturbing as we want. Choice: In most cases violence will be a choice in game. But more importantly, I imagine the story branching at least once in early-ish game. Also, the player’s actions early in the game determine which of the final badges become available. In late game the player can choose which badges to go for, and which badges not to bother with. Which brings me to, Badges: I’m going wild on this. There are more badges than necessary to complete the game. If the player so desires, s/he can try to get all badges, but a maximum minimum of 15 badges or a minimum minimum of 8 badges should be sufficient to finish the game. I have up to 25 badges in mind. That said, for the moment being, I’m thinking that only 4 of these badges are obtained through classic gym battles. The rest are obtained in different ways, and this affords a lot of choice for the player, regarding how they want to go about the game. Most badges are not based on typings (at least 4 are though); instead I have 6 ‘classes’ of badges, each class defined by how the badge is obtained, or from whom. I imagine getting any badge bestows a boost on Pokémons' stats, and I have other rewards in mind as well, alongside TMs. Optional New Mechanics: (I mean optional for developers.) I am of a mind to add another dimension to the grounded/airborne division. Optional Romance: (Optional for developers once again.) The idea of in game romance seems to be picking up and it is something we can consider, although I have not incorporated any romance into the story yet. Secret: There is one more major story/gameplay related feature that I have not revealed here. It is related to the unnamed new field effect I have mentioned above. I would like spare it from public eyes until I know for sure whether this project will get off the ground or not. I am happy to share it with any one interested in making this game. Now come my confessions… For one thing I’m not sure if any of these new mechanics are feasible or desirable. Secondly, I do not have any experience with RGPMX, but I have looked up some tutorials, and have an idea of what to expect. I am very much willing to put in the time to learn and create the game. Only, I don't want to do this on my own. I don't have all the necessary skills (e.g. coding), and having just finished an individual project which lasted 5 years, I'd rather work with people than individually. The game is in its embryonic stage at the moment, so everything in this first draft is up for debate. I could not decide what to put here, as I don’t want to publicize everything yet, but I’m not sure if this is enough context to raise interest in the game. If you want to learn more, ask me please. Also, even if this project does not get off the ground, I’d like to announce myself as a writer on the market. PM me if you would like help with your plot, characters, dialogue, or anything else you would like from a writer.
  13. I wonder how Mimikyu will perform. My only experience of Gen 7 is through Rejuvenation, and I'm not sure if it is available there yet. My understanding is that Mimikyu is great in competitive doubles, but thats about it. I think it will be available only late in the game as well, and its utility will be limited mostly to boss fights. But then again, I have no proper experience of it.
  14. This would be a very hard thing to do though. Some teams can be dominated with support relationships that amplify each creatures' capacity. I use a Meowstic to set up barriers and take care of things weak to psychic, a Seaking for electric immunity and water & bug (megahorn) coverage, Castform to set up sun & rain and a rainbow if necessary (and in rare case, flying coverage), a chlorophill Vileplume to set up sun and Grassy Terrain (preceded by Cherrim before grassy terrain is available as it learns Sunny Day naturally), my starter Solar Power Charizard to sweep, and for the last spot I rotate Ampharos to override existing terrains with Electric Terrain and coverage, or Scraggy or Aggron for coverage and defensive properties. In the main 5, Castform supports all water, grass, and fire types with weather, and secondary effects with rainbow (Hurricane becomes a menace, Fire Pledge works both with rainbow and grassy terrain), Seaking's Lightning Rod protects Charizard and Rain Castform, Vileplume's sunny grass set up makes itself very powerful, but in case it is knocked out the set up boosts Charizard's fire power like 350% (almost nullifying double resistance) as well as lending a hand to Sun Castform, and Meowstic makes all this setting up possible with its barriers. But neither Meowstic, Cherrim, Castform, nor Seaking are particularly good by themselves (indeed, I expect the first three to live just long enough to set up, and then faint, saving me from wasting a turn of field setups switching out or using a weak attack). Vileplume isn't particularly OP without it's set up either. So how do you rank any of this? I would say my team is a B+ or an A- overall (I've yet to make this a sufficiently sandstream-proof team, general prevention and/or exploitation of sand remains elusive, I still need to adapt // I also expect Charlotte to handle with strategy with ease) - but apart from Charizard, any of these fellows barely make it to B, let alone A.
×
×
  • Create New...