PA2 Update

Originally posted by Jeff (Jeff8500) in his blog

When the GIAW contest ends, I will continue to work on PA2, which is almost ready for early alpha testing. There have been some changes since the last post, however.

1) PP will be in game. I made myself an easy way to do this.

2) Stat reduction/gain will be in! I actually disliked this idea during PA1, mostly because I forgot I could use stat bonus vars >_>. This commonly resulted in uber stats for limited amounts of time...

3) All 4 attack types from PA1 (charge,range,projectile,melee) will be in along with the stat gain attack type, which can be used for moves like Howl and belly drum.

4) Hp/exp bars will be located inside the skin for convenience.

5) PP will be displayed next to each attack.

6) Struggle will be in game. It's a semi weak melee attack with infinite PP and recoil damage for when your pokemon run out of PP


Things that need to be done before alpha testing:

1) Change EXP/HP bars from labels to childs (maybe). This will remove the problem with label resizing, but would also allow players to slide the splitter to make it appear that their HP/EXP is higher/lower than it is.

2) Make it so that randomly generated arenas don't block players from their enemies (Which can happen, but would be incredibly rare).

3) Add evolution and 9 pokemon: Charmander, squirtle, bulbasaur and their evolutions (Unless the players would prefer others)

Posted by AstroGuy808 on Wednesday, June 25, 2008 07:00PM - 0 comments / Members say: yea +0, nay -0

Pokemon Amethyst 2

Posted by Jeff (Jeff8500) and copied from his blog.

Yes, that's right. Pokemon Amethyst 2. Although 1 was never technically finished, and changes may stilll be made, much of the current system gets boring/repetitive and there are many bugs. I intend to completely phase pokemon out of the game as characters, redo the battle system to relocate you to a randomly generated "arena" based on where you are, and make all the other code 10x more efficient. Contests will be redone and hopefully bugless. I am planning on beginning the work today after I do my homeowork, and suggestions are very much appreciated.

Current system plans:

1) The current trainer/clothes selection will remain the same.

2) Trainers will then choose their first pokemon, which will most likely be based on the game. I'm not sure what starters to use, whether it uses all of them, none of them, or a whole new set altogether.

3) Quests will be redone with an actual script. Legendaries like Dialga will become one-time obtainable pokemon, but you can still obtain them afterwards through the use of an item if you defeat them on accident. It's kinda like the current system, except it will be a little harder in a sense.

4) Training will be like the games, where you travel around battling.

5) AI will be much smarter and act more like a player (The fact that they can walk diagonal in PA one really bugs me).

Battle system description:

When a player enters tall grass, there is a chance a pokemon will appear. Then the player chooses their pokemon (not sure whether this will be in or out of battle), and then takes control of that pokemon. The skin will be used to control battle commands, which will look cleaner than the current interface. Attack usage will still be based on energy (PP based systems would require a decent amount of extra typing into the attack lists and level up code). When a pokemon is defeated, all your pokemon that were in the battle gain exp based on each pokemon's level and the level of the defeated pokemon. Other things may be involved, too. Then you are relocated to the grass where you found the pokemon. PVP battles will be similar.

Posted by AstroGuy808 on Thursday, May 22, 2008 01:52PM - 18 comments / Members say: yea +0, nay -0

 

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