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Pokémon Divulgence


BIGFriv

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Yellow again humanoids!
In the main thread I said I was gonna add Field Effects, so I wanted to show some custom ones I have made so far;

 

I have been slowly adding the ones In this list to the game, there's still some things that don't work properly, but that is a problem for future me 😜
 

Spoiler

    1. Grassy Field [GF]
    2. Forest Field [FF]
    3. Forest Fire Field [FFF]
    4. Burning Field [BF]
    5. Electric Field [EF]
    6. Library Field [LF]
    7. Misty Field [MF]
    8. Psychic Field [PF]
    9. Water Surface Field [WSF]
    10. Underwater Field [UF]
    11. Floating Island Field [FIF]
    12. Open Air Field [OAF]
    13. Light Forest Field [LFF]
    14. Dark Forest Field [DFF]
    15. Cave Field [CF]
    
    
    xx :  Swamp Field
    xx : Corrosive Mist Field
    xx : Toxic Water Surface
    xx:  Frozen Field
    xx : Earths Core
    xx : Heated Cave
    xx : Vulcanic Field
    xx : Graveyard Field
    xx : Haunted Field



The new ones compared to Reborn and Rejuv would be:
Forest Fire, Library, Floating Island, Open Air, Light Forest and Dark Forest. 
The first gym leader is gonna use one of these, good luck guessing which one.

For Dark Forest, probably one of my favorite so far, it does this:
 

Spoiler

[  ]----------------------------------------------------------[ 14 ]
               Dark Forest Field
[  ]----------------------------------------------------------[DFF]         
                  "Monsters hide in the darkness"

*    Cursed Body has doubled activation chance (30% >> 60%)

*    Shadow Shield is activated

*    Prism Armor is de-activated

*    Justified boosts attack by 1 on entry

*    These abilities won't work unless the user is dark type:
        Magic Guard    Magic Bounce

*    Multitype and RKS System will turn the user into a Dark type regarless of held item

*    Dark-Type moves are boosted by x1.5

*    Dark-Type moves ignore stat changes

*    Fairy-Type moves are boosted by x1.2

*    Grass-Type moves are boosted by x1.25

*    Psychic-Type moves decrease in base power x0.5

*    These moves stat changes are doubled:
        Parting Shot    Memento

*    Geomancy stat boosts are halved

*    These moves have 85% accuracy:
        Dark Void

*    Pursuit damage is doubled

*    These moves have decreased effects:
        Fleur Cannon (now lowers Special Attack by 3 stage)
*    These moves have increased effects:
        Nasty Plot (now only increases Special Attack by 3 stage)

*    These moves heal 75% HP:
        Wish    Synthesis    Moonlight

*    Nature's Madness deals 75% damage from 50%

*    These moves also activates Lock On effect on the target:
        Forest's Curse

*    These moves turn the field into Light Forest and gain a power boost (x1.3):
        *Fairy-Type moves (use twice)

*    Nature Power becomes Dark Void                               

*    Camouflage turns the user into a Dark Type                   

*    Secret Power may lower accuracy

*       Activates Magical Seed:
        *Gives +1 Atk, Sp. Atk and Speed
        *Gives Focus Energy to the user

 

If you want to see others, just tell me I'll post them too.

Anyway, another mechanic that I actually have yet to add, but have a lot of ideas for, is based on Field Effects and Natural Objects from Gen 6, 
for those that don't know, Natural Objects, are things that would sometimes appear randomly in the background of some fights.
When using specific moves, you would get a berry or item at the end of battle once you broke them.

The new mechanic I am making will be both that AND field effect related, they are called Field Objects, here's an example:

 

Spoiler

    1. Speakers Object [SO]
    2. Spiderweb Object [SWO]
    3. Ice Stone Object [ISO]
    4. Mossy Stone Object [MSO]
    5. Acid Tank Object [ATO]
    6. Whirlpool Object [WO]
    7. Pot of Gold [PoG]


Speakers Object:

> Boost Sound Moves by x1.2
> Sound Moves become part electric type
> Activates Throat Spray and Metronome on entry

> Boomburst, Overdrive and full power Echoed Voice break the speakers

Spiderweb Object:

> Raises Speed of bug mons by 1 stage on entry
> Can't switch out unless airborne/bug type
> -1 prio for all physical moves not made by a bug type pokémon

> Destroyed by flying and fire type moves


The basic premise is:
Does a maximum of only 3 things + always has a method to be destroyed.

<o/
The end folks.

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6 minutes ago, BIGFriv said:

Yellow again humanoids!
In the main thread I said I was gonna add Field Effects, so I wanted to show some custom ones I have made so far;

 

I have been slowly adding the ones In this list to the game, there's still some things that don't work properly, but that is a problem for future me 😜
 

  Hide contents

    1. Grassy Field [GF]
    2. Forest Field [FF]
    3. Forest Fire Field [FFF]
    4. Burning Field [BF]
    5. Electric Field [EF]
    6. Library Field [LF]
    7. Misty Field [MF]
    8. Psychic Field [PF]
    9. Water Surface Field [WSF]
    10. Underwater Field [UF]
    11. Floating Island Field [FIF]
    12. Open Air Field [OAF]
    13. Light Forest Field [LFF]
    14. Dark Forest Field [DFF]
    15. Cave Field [CF]
    
    
    xx :  Swamp Field
    xx : Corrosive Mist Field
    xx : Toxic Water Surface
    xx:  Frozen Field
    xx : Earths Core
    xx : Heated Cave
    xx : Vulcanic Field
    xx : Graveyard Field
    xx : Haunted Field



The new ones compared to Reborn and Rejuv would be:
Forest Fire, Library, Floating Island, Open Air, Light Forest and Dark Forest. 
The first gym leader is gonna use one of these, good luck guessing which one.

For Dark Forest, probably one of my favorite so far, it does this:
 

  Hide contents

[  ]----------------------------------------------------------[ 14 ]
               Dark Forest Field
[  ]----------------------------------------------------------[DFF]         
                  "Monsters hide in the darkness"

*    Cursed Body has doubled activation chance (30% >> 60%)

*    Shadow Shield is activated

*    Prism Armor is de-activated

*    Justified boosts attack by 1 on entry

*    These abilities won't work unless the user is dark type:
        Magic Guard    Magic Bounce

*    Multitype and RKS System will turn the user into a Dark type regarless of held item

*    Dark-Type moves are boosted by x1.5

*    Dark-Type moves ignore stat changes

*    Fairy-Type moves are boosted by x1.2

*    Grass-Type moves are boosted by x1.25

*    Psychic-Type moves decrease in base power x0.5

*    These moves stat changes are doubled:
        Parting Shot    Memento

*    Geomancy stat boosts are halved

*    These moves have 85% accuracy:
        Dark Void

*    Pursuit damage is doubled

*    These moves have decreased effects:
        Fleur Cannon (now lowers Special Attack by 3 stage)

        Nasty Plot (now only increases attack by 3 stage)

*    These moves heal 75% HP:
        Wish    Synthesis    Moonlight

*    Nature's Madness deals 75% damage from 50%

*    These moves also activates Lock On effect on the target:
        Forest's Curse

*    These moves turn the field into Light Forest and gain a power boost (x1.3):
        *Fairy-Type moves (use twice)

*    Nature Power becomes Dark Void                               

*    Camouflage turns the user into a Dark Type                   

*    Secret Power may lower accuracy

*       Activates Magical Seed:
        *Gives +1 Atk, Sp. Atk and Speed
        *Gives Focus Energy to the user

 

If you want to see others, just tell me I'll post them too.

Anyway, another mechanic that I actually have yet to add, but have a lot of ideas for, is based on Field Effects and Natural Objects from Gen 6, 
for those that don't know, Natural Objects, are things that would sometimes appear randomly in the background of some fights.
When using specific moves, you would get a berry or item at the end of battle once you broke them.

The new mechanic I am making will be both that AND field effect related, they are called Field Objects, here's an example:

 

  Hide contents

    1. Speakers Object [SO]
    2. Spiderweb Object [SWO]
    3. Ice Stone Object [ISO]
    4. Mossy Stone Object [MSO]
    5. Acid Tank Object [ATO]
    6. Whirlpool Object [WO]
    7. Pot of Gold [PoG]


Speakers Object:

> Boost Sound Moves by x1.2
> Sound Moves become part electric type
> Activates Throat Spray and Metronome on entry

> Boomburst, Overdrive and full power Echoed Voice break the speakers

Spiderweb Object:

> Raises Speed of bug mons by 1 stage on entry
> Can't switch out unless airborne/bug type
> -1 prio for all physical moves not made by a bug type pokémon

> Destroyed by flying and fire type moves


The basic premise is:
Does a maximum of only 3 things + always has a method to be destroyed.

<o/
The end folks.

What do you mean by Nasty plot only increases by 3 stages? It says it's a decreased effect so did you actually mean 1 instead? 

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1 minute ago, Michael_ said:

What do you mean by Nasty plot only increases by 3 stages? It says it's a decreased effect so did you actually mean 1 instead? 

Actually meant it as increases by 3, my bad.
It's meant to be a positive, from 2 to 3 SP Atck boost.

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  • 1 month later...

Hello again humans, non-humans, and humanoid creatures!
Hope you have been safe in this time of quarantine.

Just wanted to give some small updates, nothing much;

In-Battle Item Restrictions:
 

Spoiler

I know that a lot of people here dislike using in-battle items, to the point of there being a mod for Reborn that bans their use all together,
Well, I made the next best thing, a soft-item restriction:

     

        If the enemy trainer has 2 items, you can only use 2 items too.
        If the enemy trainer has no items, you can't use items either.
        etc etc etc etc...

Of course this doesn't take effect in wild battles, so you can still catch Pokémon, don't worry.
This is my middle ground between full item ban, and not banning them at all.
I think it might be better this way personally, but its not like the game won't be up for modding if people really want to make an item ban mod.


Region map update:
 

Spoiler

unknown.png


And also:

 

Spoiler

AUrOChO.png


We aren't too far from an alpha now.
It won't be too long, 1 gym long, probably 30-40 minutes of playthrough.
It's mostly for me to see if things are functional, so don't expect anything awe inducing.

I will most likely ask here if anyone is interested in testing eventually.
But for now:

Don't forget to wash your hands.

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4 minutes ago, dnjdndf said:

Does the item lock depend on the difficulty mode chosen or for all difficulty?


All difficulties as of right now, but if it becomes too much I will make it only a Hard and Extreme mode only thing.

 

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This is interesting i'm quite exited for it. My thoughts:

 

For the the item limit, I have actually thought of this before for a Pokemon game, limiting the player to x amount of items in official battles. The problem i see that could happen would be getting soft locked in the later difficultly if you played wrong, but that's more player problem.

 

  Region Map update looks awesome, The maps is expansive especially for only 10(ish) gyms, so the question I have is how long do think the story is going to be? Something like reborn or rejuvenation length or more like insurgence length.

 

How linear is the game? Will there be different endings and events happening depending on the player choice?

 

  I'm very happy with the difficulty levels as i generally chose the hardest difficultly when play a game. I was wondering if there would be in game benfits to choosing extreme mode? some like just getting access to ev/iv training a little bit early or something like that. 

 

Will your release a list of changes to Pokemon and move sets? like dryano did.

 

Overall Game looks great already, Hope development goes well.

 

  

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On 4/21/2020 at 12:28 AM, FateVoid said:

  Region Map update looks awesome, The maps is expansive especially for only 10(ish) gyms, so the question I have is how long do think the story is going to be? Something like reborn or rejuvenation length or more like insurgence length.

 

How linear is the game? Will there be different endings and events happening depending on the player choice?

 

 


Probaly Reborn/Rejuv size, it might be a bit linear in some aspects, but I hope to make sure some events happen totally differently based on choices.
I have a decent idea of what events will take place in the game, but when it comes to player choice I am still working on that, right now I only have ideas for minor choices, not big ones yet.
It's my 5th attempt at making the region map to try to make it less linear, I added a bunch more routes that connect to each other so that you can circle around the region.
Before I only had 1 way to follow along through the region, which made it extremely linear until you got Fly.
 

On 4/21/2020 at 12:28 AM, FateVoid said:

  I'm very happy with the difficulty levels as i generally chose the hardest difficultly when play a game. I was wondering if there would be in game benfits to choosing extreme mode? some like just getting access to ev/iv training a little bit early or something like that. 

 

Will your release a list of changes to Pokemon and move sets? like dryano did.

  


I haven't considered any benefits to picking Extreme Mode yet, but I might consider adding a lucky egg and maybe the ev training items around the 2nd gym.
I will also release .txt files with all the changes to moves, abilities and Pokémon. (and everything else)
 

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  • 3 weeks later...

Hello everyone! 
We almost have a alpha, or for you it would be a beta(?) build out.
It's just 1 gym and a couple side-quests, nothing too shabby.

fmB3bvg.png
Updated the front page with this, so the progress is now real.
🙂

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  • 1 month later...

Hello everyone!
After 5 long years (more or less), I have finally something I want to show people!
It's a small 1 gym long demo, nothing much.
In a certain way its just a tech-demo for me to test mechanics.
Hope you like it:

[New link in the thread on Page 1]

Also! Join our discord if you want help or want to talk with other people:

https://discord.gg/9TTks3V

We are located in the same server as Pokémon Axis (btw, you should also play that fangame wink wink nudge budge)

Thank you 🙂

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On 6/27/2020 at 10:01 PM, Juvath said:

Yoo Big man, just finished playing the demo. Just wanted to say that it runs smooth and looks amazing. keep the quality up and I'm sure it will grow to rival other big fangames

Thanks!

Hope more people give it a try, I need more feedback, but so far so good!

Anyway, I made a bug fix patch:
If you already have downloaded the game, us this:
https://drive.google.com/file/d/1la8y-F0t29pSwor7L4-mqGDJ-Ptd2Tcx/view?usp=sharing

If you haven't yet, use this:
https://drive.google.com/file/d/1hbCLRe6eCdRIOAmxeszU_NQZWqydcnn9/view?usp=sharing

Thanks to everyone : )

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On 6/26/2020 at 9:46 PM, BIGFriv said:

Hello everyone!
After 5 long years (more or less), I have finally something I want to show people!
It's a small 1 gym long demo, nothing much.
In a certain way its just a tech-demo for me to test mechanics.
Hope you like it:

[New link in the thread on Page 1]

Also! Join our discord if you want help or want to talk with other people:

https://discord.gg/9TTks3V

We are located in the same server as Pokémon Axis (btw, you should also play that fangame wink wink nudge budge)

Thank you 🙂

Cant wait to try it. Thank you for your hard work

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Updated main thread with a new bug fix patch:

 

Minor Bugs:
-> Fixed issue with stat changes overlay
-> Fixed a issue with Turbulence ability 
-> Fixed bug with Emilys event outside of gym not working
-> Weak mons disobey orders

Please download the Core first, and then patch with these!

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Added new patch to the main thread:

 

[RAR] Core:

https://bit.ly/RARDivulgence
[RAR] Patch:
https://bit.ly/RARDivulgencePatch

[ZIP] Core:
https://bit.ly/ZIPDivulgenceCore
[ZIP] Patch:
https://bit.ly/ZIPDivulgencePatch

Spoiler

Added:
-> Protein items now can give you enough EVs until you reach 252 in the desired stat
-> Decreased Woobats base Happiness from 70 to 50
-> Animations for:
    -> Water
    -> Flowers
-> New PC UI
-> New Continue screen UI
-> New Bag UI

Major Bug:
-> Fixed crash that would sometimes happen when opening the trainer card
    -> If youre on an old save file, talk to the Shadow Man on the Connal Towns Pokecenter!

Minor Bugs:
-> Made Route 2 and 3 encounters be higher level 
    -> This is mostly for balancing and to flatten out the lvl curve a bit, and for easier exp
-> Lowered the max level of Combee (honey tree Pokémon), from lvl 32 to lvl8
-> Updated Cubchoos dialogue on the Craomaid Clearing
-> Chopper no longer looks at the player when staring at the TV
-> Fixed Gym Puzzle not being completable if you arent facing the correct way
-> Fixed a house in Connal Town teleporting an NPC around if you stay inside for too long (time of day event)
-> Losing to Emily should no longer cause Pokécenters heal you the moment you enter them
-> Got rid of bumping noise when you go inside lab with dad and take too long to skip text (i think tbh not sure, no easy way to fix this)
-> Changed what Emily says when you lose to her
-> Added some more maps to the list of maps you can see yourself in the Region Map

 

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4 minutes ago, Gentleman Jaggi said:

I'm getting this error followed by a crash every time I try to leave the starting house:

 

image.png.9ad540c8d2ae00b07f5f196b0b87ffec.png

There is a quick fix in the discord that you might try using. If you have one.
But generally playing the game on the Game.exe not the Game-Z.exe one should be fine for you.
https://discord.gg/WxEpXN

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Recruitment:
We are recruiting!
With the release of the alpha, we've been looking to improve various assets of the game.
Currently, our highest priority is finding spriters.
If you wish to join, please send me a message in here or through Discord (BIGFriv#3415).
You'll be able to direct message me if you're in the public server. Be prepared to show prior work!
==================================================================================
There is a small bug fix patch for game-z.exe on the Discord, so feel free to join.


https://discord.gg/9TTks3V

I also want to talk about that we got over 150 downloads o:
Thanks everyone that has played it so far!
Hopefully I can make the next big update soon, it will take you to the second gym + some story afterwards.


 

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Here's some of my thoughts and impressions on the demo. I played on Hard difficulty, as it's the canonical (and thus intended?) difficulty.

 

Let's start off with what I actually liked the most about the game, namely exploration. Even though there wasn't all that much to do in Coilerad Town, I still think the ability to stray off the beaten path was a nice addition. Another thing I liked is the way you place hidden items in various areas. This makes searching every cranny and nook worthwhile, especially when you can find items in unexpected spots.

 

There appears to be several small typos and other errors. For example:

capture000.png.5d152a8e9f041f614a67e62262b7d9b7.pngcapture001.png.dfe7d1db16030bde27c0a25a794bf1cf.pngcapture002.png.922bf77a6b2ae414e1604309831b0ae5.pngcapture006.png.f70feeca9b5887331beb5ae2b46f993d.png

 

It also appears there is a small mistake with the Construction sidequest. As we can see here in the quest log, it tells players to go to Route 2. However, it is in fact Route 3 where the quest continues. Route 2 is from what I understand completely unrelated to this quest.

capture007.png.56bfcbce33f071d959adf87e5098c255.pngcapture012.png.e93750e4d91604594c3f842f951a8da0.png

 

My bigger grievance, however, is the lack of content. Considering this is a short demo, a majority of my time was still spent on trying to grind and level up my team for the gym battle. As your mons gain levels, the amount of EXP they get decreases (like in gen 5). By the time my mons were lvl 10 and above (you most likely don't beat the gym leader with a bunch of lvl 10 mons on Hard difficulty), it was nigh impossible to level them up with wild encounters  - excluding the rattling/shaking patches of grass. However, even here we have a couple of issues. First, even these encounters can have low lvl mons (lvl 7-8) which yield practically no EXP. Second, these patches can be hard to reach. Unless I'm mistaken, Repels are not sold in Connal Town before you beat the first Gym Leader. Without Repels there's a chance you don't even reach the rattling grass patch before getting a wild encounter. Wolfan Cave is in my opinion even worse, because the special encounters can appear in places that are impossible to reach. I personally don't understand why these two areas still need lvl 5-6 wild mons. Increasing the wild mon levels here, like lvl 9 being the minimum, would go a long way, as well as possibly providing Lucky Egg or some other means to gain increased XP (make the EXP bottles do that for a limited amount of battles?).

 

I'm also not sure why the sidequests cannot be available before beating the gym leader instead of after getting your badge, which in my understanding is the case. Having something to do and being able to train your mons at the same time further helps with the apparent lack of content. Your mons stop gaining EXP altogether when they hit the level cap, so I don't see many drawbacks to these solutions. If you need a roadblock to prevent players from going north of Connal Town without the gym badge and with the sidequests done, make one of the kids play with their Pokemon in front of the gate or something.

 

This is more of a suggestion than critique per se, but having a one-way shortcut from Craomaid Forest to Losgeir Town would diminish the amount of running back and forth between areas and places you've already been to. Generally I suggest you consider these types of shortcuts in the future. I don't know how exploration-heavy you intend Pokemon Divulgence to be, but I imagine areas get larger and more complicated, so having an easy way to get back to Pokemon Center/ for backtracking cuts the repetitiveness. Later on when more HMs are available, you can use those for creating alternate paths/ shortcuts.

 

I think that's it. In short, just looking around and exploring the areas is fun and rewarding, but by the time you reach Connal Town it kind of comes to a grinding halt - quite literally. Decreasing the tedium in leveling up remedies this problem.

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23 minutes ago, Zargerth said:

Here's some of my thoughts and impressions on the demo. I played on Hard difficulty, as it's the canonical (and thus intended?) difficulty.

Quote

There appears to be several small typos and other errors.

That has been fixed (several times), but not added to the latest patch. Since there is some kind of a problem with "syncing" files but has been resolved.

Quote

It also appears there is a small mistake with the Construction sidequest. As we can see here in the quest log, it tells players to go to Route 2. However, it is in fact Route 3 where the quest continues. Route 2 is from what I understand completely unrelated to this quest.

Noted on alpha, but left out of the fixed list. Gonna put it up on a reminder again later.

Quote

My bigger grievance, however, is the lack of content. Considering this is a short demo, a majority of my time was still spent on trying to grind and level up my team for the gym battle. As your mons gain levels, the amount of EXP they get decreases (like in gen 5). By the time my mons were lvl 10 and above (you most likely don't beat the gym leader with a bunch of lvl 10 mons on Hard difficulty), it was nigh impossible to level them up with wild encounters  - excluding the rattling/shaking patches of grass. However, even here we have a couple of issues. First, even these encounters can have low lvl mons (lvl 7-8) which yield practically no EXP. Second, these patches can be hard to reach. Unless I'm mistaken, Repels are not sold in Connal Town before you beat the first Gym Leader. Without Repels there's a chance you don't even reach the rattling grass patch before getting a wild encounter. Wolfan Cave is in my opinion even worse, because the special encounters can appear in places that are impossible to reach. I personally don't understand why these two areas still need lvl 5-6 wild mons. Increasing the wild mon levels here, like lvl 9 being the minimum, would go a long way, as well as possibly providing Lucky Egg or some other means to gain increased XP (make the EXP bottles do that for a limited amount of battles?).

It's a short demo for the Dev Team to test out its content and meddle around with features, the next update will give a proper story continuation and introduce a good amount of content to befit a version update.
The exp issue was called out, and has been fixed on the last patch by increasing the level of the wild encounters around the end routes (you are using an old version of the demo), you could still use the Hidden Grotto for faster exp, since that reset 24h in-game time which can be changed easily using the Pokemon Center "Time Skip" feature resting on beds, in addition to the Black Belt Trainer in Route 2 which you can repeatedly train with for exp and money before the gym. The special encounters aka shaking grass, and dust are meant to be rare and difficult to reach until you get hold of Repels later, we can still look out to tweak it if "needed" and provide Repels prior to acquiring a gym badge. The Exp Bottles mechanics will be changed later update to be more useful, and providing exp items like a Lucky Egg early is not valid, since this is how the game want to work on "difficulty" with limiting items and stronger Pokemon availability, but the way you mentioned that for Exp Bottles could be noted to work as a limited Lucky Egg probably. There are possible strats to make you able to finish the gym with lv.10s and since the gym is 11-12 on hard mode (excluding the Glameow being 13 which doesn't matter) using a good team combination. But yeah It's called Hard mode for a reason ig.

Quote

I'm also not sure why the sidequests cannot be available before beating the gym leader instead of after getting your badge, which in my understanding is the case. Having something to do and being able to train your mons at the same time further helps with the apparent lack of content. Your mons stop gaining EXP altogether when they hit the level cap, so I don't see many drawbacks to these solutions. If you need a roadblock to prevent players from going north of Connal Town without the gym badge and with the sidequests done, make one of the kids play with their Pokemon in front of the gate or something.

You have 1 side quest before the gym, and 2 after the gym. Been done this way because they are "progression relevant" you have 1 badge, people make worth of your reputation beating the gym, etc. Nothing to do with exp grinding. It's an optional story content with a reward.
The Route 4 Gate was blocked with a message in the latest few patches.

Quote

This is more of a suggestion than critique per se, but having a one-way shortcut from Craomaid Forest to Losgeir Town would diminish the amount of running back and forth between areas and places you've already been to. Generally I suggest you consider these types of shortcuts in the future. I don't know how exploration-heavy you intend Pokemon Divulgence to be, but I imagine areas get larger and more complicated, so having an easy way to get back to Pokemon Center/ for backtracking cuts the repetitiveness. Later on when more HMs are available, you can use those for creating alternate paths/ shortcuts.

You have Recovery Machines around and PCs in Gates (so I don't see an issue here as of now).

Spoiler

Providing the mean of transportation you will acquire later.


In another note, It's good to see reviews and glad you liked the short demo, looking forward to seeing you play the next version updates!
If you want to be kept updated more regularly, you can join us in the Discord server in which we use mostly.
https://discord.gg/VMbzgk
Have a nice day!

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21 hours ago, Zargerth said:

Here's some of my thoughts and impressions on the demo. I played on Hard difficulty, as it's the canonical (and thus intended?) difficulty.

Kinda, lore wise, Hard is the canon one, but I do think that the game is better built for Normal. I am aiming to try to ease Hard and Extreme though.
 

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There appears to be several small typos and other errors.

Like aboodie said above, Dropbox is being a pain, and never syncs the files. So the person I have that fixes them keeps having to fix typos over and over again. It's a pain.
 

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It also appears there is a small mistake with the Construction sidequest. As we can see here in the quest log, it tells players to go to Route 2. However, it is in fact Route 3 where the quest continues. Route 2 is from what I understand completely unrelated to this quest.

I... Don't have anything to say here other than oops 😔, fixed for the next patch.
 

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My bigger grievance, however, is the lack of content. Considering this is a short demo, a majority of my time was still spent on trying to grind and level up my team for the gym battle. As your mons gain levels, the amount of EXP they get decreases (like in gen 5). By the time my mons were lvl 10 and above (you most likely don't beat the gym leader with a bunch of lvl 10 mons on Hard difficulty), it was nigh impossible to level them up with wild encounters  - excluding the rattling/shaking patches of grass. However, even here we have a couple of issues. First, even these encounters can have low lvl mons (lvl 7-8) which yield practically no EXP. Second, these patches can be hard to reach.

Yeah, I am sure I fixed this, so i think you were playing on an old version? I'll verify again, but some people had the same issue, so I increased the levels of everything.
 

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Unless I'm mistaken, Repels are not sold in Connal Town before you beat the first Gym Leader. Without Repels there's a chance you don't even reach the rattling grass patch before getting a wild encounter.

Added them before first gym for next patch.
 

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Wolfan Cave is in my opinion even worse, because the special encounters can appear in places that are impossible to reach. 

Honestly, here sadly, there's not much I can do. I had the same issue, but all I can do is hope they appear where the player can reach.
 

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as well as possibly providing Lucky Egg or some other means to gain increased XP (make the EXP bottles do that for a limited amount of battles?).

And, it has been added, EXP Bottles will give boosted exp for x ammount of Pokémon defeated.
Quarter = 5 Pokémon
Half = 10 Pokémon
Full = 20 Pokémon
Should be closer to what you wanted!
 

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I'm also not sure why the sidequests cannot be available before beating the gym leader instead of after getting your badge, which in my understanding is the case. Having something to do and being able to train your mons at the same time further helps with the apparent lack of content. Your mons stop gaining EXP altogether when they hit the level cap, so I don't see many drawbacks to these solutions. If you need a roadblock to prevent players from going north of Connal Town without the gym badge and with the sidequests done, make one of the kids play with their Pokemon in front of the gate or something.

For this, it was mostly for progression, that's all. I might consider adding another side quest before the gym, but the Construction Worker one will still be post the gym, as you have to go to the cave because of the Finding Pokémon quest anyway.
 

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This is more of a suggestion than critique per se, but having a one-way shortcut from Craomaid Forest to Losgeir Town would diminish the amount of running back and forth between areas and places you've already been to. Generally I suggest you consider these types of shortcuts in the future. I don't know how exploration-heavy you intend Pokemon Divulgence to be, but I imagine areas get larger and more complicated, so having an easy way to get back to Pokemon Center/ for backtracking cuts the repetitiveness. Later on when more HMs are available, you can use those for creating alternate paths/ shortcuts.

Basicaly, you want a faster way to go from Connal to Losgeir? Hmm. I didn't really plan on that, with repels the paths are fairly fast. Dunno about this.

But glad you enjoyed some aspects of the game o:
Join the discord if you want!
Ty!

 

 

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  • 4 weeks later...

What's up y'all?!
I got a spicy update for you all:

[ZIP]:
https://bit.ly/ZIPDivulgence1-3

[RAR]:
https://bit.ly/RARDivulgence1-3
This fixed a lot of previous bugs, but it also adds a lot of new things, such as:

  • -> Multiple Save Files
  • -> Seperated Terrains from Field effects
  • -> Caterpie Trade
  • -> Pokégear
  • -> Planting Berries
  • -> New sidequest
  • -> Reworked EXP Bottles
  • -> Custom Windowskins

and many more, please read the READ ME/ Patch Notes for info

and many more, please read the READ ME/ Patch Notes for info

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