I don't know about you guys but I loved some of the Pokemon / Yugioh maps that were out there! And I would love to see some of them being built again.
-Previous Map Designs
1. Pokemon Capture Game- This game was built around individuals having a single unit that could capture pokemon. IE a pokemon trainer. He would traverse the environment capturing pokemon, then leveling them and looking for other pokemon. At the end of the capture period. About 30 minutes. (This value could easily be chosen by a cast vote GUI at the start of the game.) The pokemon trainers would all duel, in individual turns. And the winner was eventually declared.
2. Yugioh Card Game- This game was built around getting cards and using them in turns. Think of The Card Game on SC2. Except for this game monsters would choose to battle other monsters on the field. Whenever a monster was killed it would do a certain amount of life damage to the persons lifepoints. It was really just a literal transcription of the actual card game. (This would be awesome to see done for MTG as well.. maybe even better. But it would also be very difficult.)
Anyways these are just a couple of ideas I would like to see done! Let me know what you guys think. I'd be willing to help a little on the map design if someone was going to take up this project or maybe already is.
Working on it. Got 60 out of a minimum of 140 attacks done. Then there's designing and creating all the "pokemon", finishing all the trigger systems, and much much more. Will take a while before it's completed and ready to be played.
Wow, Almaity! Whoever's doing the triggers for that map must be amazing!
....*hint* *hint*
Hopefully we'll have some actual video to show you guys soon(ish) ;) Until then, I'm getting a head start training my probichu. It just learned tackle :)
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Wow yeah. For that style of game to be built right, I'm sure it would take a massive amount of time... Very neat though. It looks like the game is being built with turn based combat? Definitely keep us posted on this one. I for one will definitely be wanting to play test it or w.e.
Ugly UI. I would assume you would make it more consistent later on (like all stuff blue). But I still greatly dislike overly bright UIs
Black-blue is not the final version. We're most likely going to add multiple themes you'll be able to pick from. I'll probably make white-blue the default to be more similar to the original pokemon games. Will probably make a simple not-glowy theme as well. The only thing that on the screenies currently isn't blue is the admin panel which none of you would see ingame :p If you have a specific color scheme you want, let me know and if I have time I'll add it ones themes are done.
Wow yeah. For that style of game to be built right, I'm sure it would take a massive amount of time... Very neat though. It looks like the game is being built with turn based combat? Definitely keep us posted on this one. I for one will definitely be wanting to play test it or w.e.
Ofc it'll be turn based. Apart from setting and actual pokemon, this is almost an exact copy of the pokemon games. We're using the same formulas, attacks, stats and mechanics. The only real difference for now is that we didn't give each move seperate PP but went with a big energy pool (The purple bars in the UI) and gave attacks an energy cost. This means you'll be able to sustain a single move longer (Having to go back to a poke center only because you wasted all PP on psychic oneshotting trainer pokemon was annoying, wasn't it?), but will overall be able to sustain the entire move set for less time, and what used to be PP modifying attacks will become more dangerous. I'm thinking about creating a handful of ghost and/or psychic moves that mess around with energy. (Imagine a move like a flipped templar feedback - does damage and drains energy, but it has low base power. Get some tanky pokemon in first, teach it Calm Mind, keep using calm mind, baton pass out and give the ghost all the sp.atk bonus with that, then just deal massive damage with the feedback ability and drain all/most energy at once)
We already have most of the core systems in and are planning on making videos, but each time we try we just end up rambling. Technically seen the map is playable/testable, but we're missing content. We've got one small zone with grass and trainers, capturing, storing, items, poke center, EVs, IVs, TMs, Levelling, Evolving, all that stuff works. Don't know how multiplayer is going, Zelda said something about a gamebreaking bug but he might've fixed that already. We're currently working on an arena system, which should provide enough content for a demo. Due to map size limitation, we decided to go with one big city and an arena instead of 8 gyms all over the place. There is still an outside world to catch pokemon in, but no major cities apart from the Arena in the center. The storyline will for now mostly revolve around the arena (we aren't planning on much of a storyline, but there'll be all sorts of little side events), you goal is to become the #1. There'll be a list of 100 trainers, you have to beat them (In order, you can't skip any, for multiple reasons) Roughly every 10th trainer will be the equivalent of a gym leader, and each trainer is one level higher than the previous, starting at level 5, meaning that battles 96-100 will be at level 100 and the equivalent of the Elite Four and the Champion, except at a higher level.
If you guys have any suggestions for attacks, pokemon, or random events or other things, feel free to post them :p
Also, if anyone here is familiar with the higher tiers of pokemon PvP, I could use some help (I'd like to know exactly what kinds of things are being used in PvP and which aren't. I won't recreate all 500+ moves, but I wanna make sure I recreate the useful ones)
Ugly UI. I would assume you would make it more consistent later on (like all stuff blue). But I still greatly dislike overly bright UIs
Yes, the UI is most definitely temporary. The bar on the right is our admin control panel, which is invisible to people anyways. We're going to be redoing the majority of the UI at some point.
@TheAlmaity
Definitely keep us posted on this one. I for one will definitely be wanting to play test it or w.e.
We will keep you guys posted for sure. We were going to announce it soon, but then we saw this thread and absolutely had to post something. :) The majority of the "engine" is functional, but we don't have too much content. For example, the battle system works great, but we only have about 40% of the moves and 15% of the pokemon added.
If you guys have any suggestions for attacks, Pokemon, or random events or other things, feel free to post them :p
Also, if anyone here is familiar with the higher tiers of Pokemon PvP, I could use some help (I'd like to know exactly what kinds of things are being used in PvP and which aren't. I won't recreate all 500+ moves, but I wanna make sure I recreate the useful ones)
Hyper-beam! For sure... very commonly used high level attack for Pokemon. Other then that I'm not as knowledgeable. I'd try the Pokemon TCG forums for some advice on that.
http://pokegym.net/forums/forumdisplay.php?f=5
Is it going to be a save/load cache system rpg or like a timed tournament or something? Sounds like a lot of fun! Sc2 arcade could definitely use some good rpgs.
I recommend putting in some hidden Pokemon. (Obviously) Maybe to unlock them the user has to do some kind of secret event.
That's our official thread now :)
Hyperbeam is the attack in the screenshot above :)
Yea, I was thinking about going on some pokemon forums, serebii.net in particular since I use that site to get many stats on pokemon (I check for moves on Bulbapedia and everything pokemon related (including move list) on serebii)
It does have a save/load system already in place, we're doing our best to heavily encrypt it and put in more security measures to prevent various types of cheating. We're thinking about adding some kind of "karma" system, similar to Mass Effects choice system, and that getting a high score in good or bad would allow a unique pokemon for that score to show up.
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I don't know about you guys but I loved some of the Pokemon / Yugioh maps that were out there! And I would love to see some of them being built again.
-Previous Map Designs
1. Pokemon Capture Game- This game was built around individuals having a single unit that could capture pokemon. IE a pokemon trainer. He would traverse the environment capturing pokemon, then leveling them and looking for other pokemon. At the end of the capture period. About 30 minutes. (This value could easily be chosen by a cast vote GUI at the start of the game.) The pokemon trainers would all duel, in individual turns. And the winner was eventually declared.
2. Yugioh Card Game- This game was built around getting cards and using them in turns. Think of The Card Game on SC2. Except for this game monsters would choose to battle other monsters on the field. Whenever a monster was killed it would do a certain amount of life damage to the persons lifepoints. It was really just a literal transcription of the actual card game. (This would be awesome to see done for MTG as well.. maybe even better. But it would also be very difficult.)
Anyways these are just a couple of ideas I would like to see done! Let me know what you guys think. I'd be willing to help a little on the map design if someone was going to take up this project or maybe already is.
Want moar?
Sweet! Is this an already built game?
@seanybabyx2: Go
Working on it. Got 60 out of a minimum of 140 attacks done. Then there's designing and creating all the "pokemon", finishing all the trigger systems, and much much more. Will take a while before it's completed and ready to be played.
Looking forward to it :D
@TheAlmaity: Go
Wow, Almaity! Whoever's doing the triggers for that map must be amazing!
....*hint* *hint*
Hopefully we'll have some actual video to show you guys soon(ish) ;) Until then, I'm getting a head start training my probichu. It just learned tackle :)
Looks amazing. Looking very much forward to it. =D
Lol, this is gonna be awesome. You two do produce some cool maps. :)
I like bubbles. This is going to be so cool when I can finally play it :D
@TheAlmaity: Go
Ugly UI. I would assume you would make it more consistent later on (like all stuff blue). But I still greatly dislike overly bright UIs
@TheAlmaity
Wow yeah. For that style of game to be built right, I'm sure it would take a massive amount of time... Very neat though. It looks like the game is being built with turn based combat? Definitely keep us posted on this one. I for one will definitely be wanting to play test it or w.e.
Black-blue is not the final version. We're most likely going to add multiple themes you'll be able to pick from. I'll probably make white-blue the default to be more similar to the original pokemon games. Will probably make a simple not-glowy theme as well. The only thing that on the screenies currently isn't blue is the admin panel which none of you would see ingame :p If you have a specific color scheme you want, let me know and if I have time I'll add it ones themes are done.
Ofc it'll be turn based. Apart from setting and actual pokemon, this is almost an exact copy of the pokemon games. We're using the same formulas, attacks, stats and mechanics. The only real difference for now is that we didn't give each move seperate PP but went with a big energy pool (The purple bars in the UI) and gave attacks an energy cost. This means you'll be able to sustain a single move longer (Having to go back to a poke center only because you wasted all PP on psychic oneshotting trainer pokemon was annoying, wasn't it?), but will overall be able to sustain the entire move set for less time, and what used to be PP modifying attacks will become more dangerous. I'm thinking about creating a handful of ghost and/or psychic moves that mess around with energy. (Imagine a move like a flipped templar feedback - does damage and drains energy, but it has low base power. Get some tanky pokemon in first, teach it Calm Mind, keep using calm mind, baton pass out and give the ghost all the sp.atk bonus with that, then just deal massive damage with the feedback ability and drain all/most energy at once)
We already have most of the core systems in and are planning on making videos, but each time we try we just end up rambling. Technically seen the map is playable/testable, but we're missing content. We've got one small zone with grass and trainers, capturing, storing, items, poke center, EVs, IVs, TMs, Levelling, Evolving, all that stuff works. Don't know how multiplayer is going, Zelda said something about a gamebreaking bug but he might've fixed that already. We're currently working on an arena system, which should provide enough content for a demo. Due to map size limitation, we decided to go with one big city and an arena instead of 8 gyms all over the place. There is still an outside world to catch pokemon in, but no major cities apart from the Arena in the center. The storyline will for now mostly revolve around the arena (we aren't planning on much of a storyline, but there'll be all sorts of little side events), you goal is to become the #1. There'll be a list of 100 trainers, you have to beat them (In order, you can't skip any, for multiple reasons) Roughly every 10th trainer will be the equivalent of a gym leader, and each trainer is one level higher than the previous, starting at level 5, meaning that battles 96-100 will be at level 100 and the equivalent of the Elite Four and the Champion, except at a higher level.
If you guys have any suggestions for attacks, pokemon, or random events or other things, feel free to post them :p
Also, if anyone here is familiar with the higher tiers of pokemon PvP, I could use some help (I'd like to know exactly what kinds of things are being used in PvP and which aren't. I won't recreate all 500+ moves, but I wanna make sure I recreate the useful ones)
Gotta catch them all...!!!
Oh and I would love a pokemon game, but I would also greatly like if they would look like pokemons!
So using those attachment methods you can do some crazy shit, even though I think it takes too much time, it still would give impressive results.
hell its about time, someones map has peaked my interest, Tofu did a little bit, but this is deff something that I will play.
Yes, the UI is most definitely temporary. The bar on the right is our admin control panel, which is invisible to people anyways. We're going to be redoing the majority of the UI at some point.
Maity is absolutely crazy with these things :P
We will keep you guys posted for sure. We were going to announce it soon, but then we saw this thread and absolutely had to post something. :) The majority of the "engine" is functional, but we don't have too much content. For example, the battle system works great, but we only have about 40% of the moves and 15% of the pokemon added.
WTF MY TERRAINS BRAH
@Mozared: Go
He's right, it should have you said you three :P
How else would Runecraft's terrain have been so amazing? It certainly wasn't our work :P Our very own moz will be beatifying our terrain once again ;)
Hyper-beam! For sure... very commonly used high level attack for Pokemon. Other then that I'm not as knowledgeable. I'd try the Pokemon TCG forums for some advice on that. http://pokegym.net/forums/forumdisplay.php?f=5
Is it going to be a save/load cache system rpg or like a timed tournament or something? Sounds like a lot of fun! Sc2 arcade could definitely use some good rpgs.
I recommend putting in some hidden Pokemon. (Obviously) Maybe to unlock them the user has to do some kind of secret event.
@seanybabyx2: Go
http://www.sc2mapster.com/forums/resources/project-workplace/41336-starmon-a-pokemon-style-map/#p1
That's our official thread now :)
Hyperbeam is the attack in the screenshot above :)
Yea, I was thinking about going on some pokemon forums, serebii.net in particular since I use that site to get many stats on pokemon (I check for moves on Bulbapedia and everything pokemon related (including move list) on serebii)
It does have a save/load system already in place, we're doing our best to heavily encrypt it and put in more security measures to prevent various types of cheating. We're thinking about adding some kind of "karma" system, similar to Mass Effects choice system, and that getting a high score in good or bad would allow a unique pokemon for that score to show up.