Feedback Project Sandbox

TechSkylander1518

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I think seeing the resurgence of a team is an interesting idea, but I think that the team's goals should be changed, or narrowed down a bit. I don't think there's anyone out there that genuinely believes in a complete absence of rules. Like, this team has to have a problem with murder and theft, right? Because otherwise, they'll be fighting to let people have the right to kill them or steal from them. I don't think anyone's really willing to do that.

Fighting against a rule system could definitely still work, but there's kind of a problem in finding a system for them to fight against. Most of what we've seen in the Pokemon world doesn't really demonstrate a strict government, considering all the wandering the player is allowed to do. You could easily create some more rules for them to fight against, but then it's kind of weird to make them the villains-I can't think of many rules you could add that wouldn't impose unfair restrictions, personally.

How does opposing rules factor into the story? Is it a major point, or is the important part the structure of the team?
 

boris_morris

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My game's first "route" is a burned tower that is supposedly haunted. I'd like to place a boss of sorts at the top of the tower, but I'm struggling to come up with an appropriate boss since the player's pokemon should only be level 5-10 at this point, and let's be honest, a level 10 gengar seems a little silly.

The options I've considered so far:
1) The tower isn't populated by ghosts at all, rather rattata and koffing, until you reach the top and encounter a single duskull (not a super scary boss, but a level-appropriate ghost nonetheless).
2) Tower populated by shuppet and duskull with a low-level banette, dusclops, or drifloon at the top (don't love the idea of a level 12 duclops)
3) Tower populated by shuppet and duskull with a low-level spiritomb at the top (I HATE this pokemon, but it does seem the most appropriate situationally)
4) No ghosts and the ghostly cries come from something else like whismer, drowzee, or wobbafet
5) Fakemon boss (probably just a generic ghost resembling pre-silph scope cubone's mother in RBY)

I'd like to save the gastly line, cubone, and sableye for later in the game. Any thoughts on low-level bosses?
 

TechSkylander1518

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Ooh, that sounds like a fun first route!

I would say toss out option 1, because going back to the standard Rattata just doesn't feel right when you're coming up with a creative setting like this. And it sounds like you're not really interested in making Fakemon, so I'd scrap option 5, too. Option 4 could be interesting, but I think it'd be better accompanying the ghosts rather than replacing it.

With deciding the boss, are you looking to do something like the tower ghost, where the player can't capture it? Or are you doing something like the red Gyarados, where it's more like a rare Pokemon you have a special chance at catching? If it's the latter, I feel like a Litwick could work nicely for the position (especially since you mentioned it's a burned tower), but that definitely wouldn't work for the former.
 

boris_morris

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I’ve decided to make the tower have a short story that sort of unravels as you discover clues on each floor. The first floor will just be rats and kind of have the “see I told you, nothing to be afraid of” moment before discovering a clue (a diary or something) to tell us that maybe there’s more truth to the tales than some believe. Then maybe my clumsy partner accidentally opens a secret passage to get to the haunted parts previously sealed and forgotten for centuries. Duskull/shuppet will populate the upper floors eventually leading to either a drifloom or litwik (Great idea, Tech. I think you got me to something here). I like the idea of spotting the litwik briefly on each floor and following it up like a will-o-wisp or dead light leading me to some goal or unfinished business it’s living counterpart had.
 

Kasai-Wizard

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I'm planning to create a game with a big map and story how should this be carried out? Should it have strong characters with overused back stories or characters equal to the player with really unique back stories?
 
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I'm planning to create a game with a big map and story how should this be carried out? Should it have strong characters with overused back stories or characters equal to the player with really unique back stories?
Forget the characters for now. All games start with an idea that is usually unique. This idea is what you develop the rest of your game around. Do you have this idea? If not.. That is your first priority. For example last year I had an idea for a group of pirates in search of a giant squid. From there I started to develop my game around that central idea. As you develop your game that central idea might end up being changed/altered to match your new thoughts. But everything starts with that idea. (Big Map and Story does not count... Be more specific!!)
 
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Pokémon Shiny Island
Hei guys, I wanted ti create a game where the mai character Is a pirate, and has to Explore some Island. The First two or three Island are Just routine for a pirate: search Gold and others thing like that... But in an exploration we came in contact with a Legend: the exsistance of an Island where all the Pokémon are Shiny. When we arrived at this Island, we find on them normal Pokémon, but at a certain point we finally Discover the Shiny Pokémon and why we haven't see them at First. I can't add anything ti avoid spoilers. I think that all the Island on this game will have something characteristic: all alolan Pokémon, maybe I Will add on other Island other custom alolan forms for some Pokémon that don't have one(such as Butterfree, Darmanitan or others), i Will add trainer on the First two islands and maybe out rival would be someone of another pirate's group that want to Discover Shiny Pokémon too. The game will last about 2 or 3 hours... What do you think?
 
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KaratGaming

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Creature Team Legends
Hey all, I chose to branch out with my Pokemon based RPG. Instead of just making a Pokemon game, I thought of making an action adventure RPG game that would feature mazes, puzzles, an overworld, different creatures, interesting challenges, etc. All of which being inspired by Pokemon and Legend of Zelda. One way I'm willing to make my game different from Pokemon would be to make the creatures have different forms for each different species, they'll be able to learn new attacks and strategy moves, as well as have three different stats. With the game being an action RPG, it'll allow the player to control their monster and to avoid attacks as well as charge the opponent. As for the adventure aspect, it'll allow the player to use tools to substitute HMs, such as a sword for cutting trees, a lantern for traveling in the dark, a hammer for smashing rocks, a fan for blowing fog, etc. There will also be tickets for gaining access to events that allow the player to travel from one town to another such as a flight ticket, a boat ticket, and a train ticket. Also thought of including extra enemy monsters for the player and his/her creatures to battle to gain experience, those will be part of the dungeon mazes. Hopefully this game idea is unique and interesting enough to be a great Pokemon inspired project.
 

Leondrea

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Hi, I'm kinda new in this forum but I have a lot of ideas for games that could maybe be made, maybe not.
I like Pokémon spin off games like Pokémon Quest and as I heard that someone made a Magikarp game in Essentials I thought
that maybe it would be possible to do a Pokémon Quest kind of game in Essentials.

Other ideas I had for a game would be a game based on Dynamon with Dynamon as monsters and custom Trainers, mugshots, portraits, custom windowskins and making the game a lot similar to Dynamon but with a unique touch and new ideas for events and stories would be pretty cool tbh.

I just don't know if it is possible to recreate the battle system of Pokémon Quest in Essentials or if we could do it with more scripting knowledge?
Other thing for Pokémon Quest in Essentials is: the game must be in 2D to work in Essentials, so the map would have to be sprited in 2D, the trees, the mountains and even the Cubic Pokémon must need to be sprited in 2D with the same cubic look. If the Battle System doesn't work we could possibly think of other methods by using Pokémon Battles instead so the game wouldn't be 100% the same like the original and that is what I aim for. Now I'm curious what you think of my ideas for Pokémon games? Do you think it is possible to recreate such games in Essentials with a 2D style instead?
 

EveMoons

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I gonna make a Pokemon game with Rpg maker xp i don,t know what it will be but some feedback or ideas are appreciated There Will Be A Sun Type Added To The Game Can Someone maybe help with develpoment i would love to collaborate with someone I don,t know what to make but it will be awesome
 
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