Other [Legacy] Project Sandbox

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Deo

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Welcome to the Project Sandbox!

The concept of this thread is simple: post something for feedback, and or give feedback to others. If you want to get some quick feedback on plot ideas or game design elements before you even start your game or if you have a thread, this is the place to do so. If you're thinking about starting your own thread for your project but need some help determining if your first post is up snuff, this is also an ideal place for you to do that too.

Please keep the following in mind while using this thread:
  • If you notice something that has been posted but hasn't received any feedback, please consider providing the poster with some form of feedback before you move onto later posts.
  • Put some thought and effort into your feedback. While not all short feedback is bad, generally you want to make sure you're offering something worthwhile to the person requesting feedback.
  • On a similar note, make sure what you're requesting feedback on has some substance to it. You don't have to provide multiple paragraphs explaining your idea, but don't be vague and leave nothing for anyone to comment on!
  • Be respectful and civil. This thread isn't an excuse to be rude to another person or to tell them their idea is bad, be helpful instead.
While this thread is meant for general feedback, Relic Castle also has other threads for feedback on screenshots, maps, and such. If what you're seeking feedback on is more suited there, please post it in the appropriate thread:
 

updawg734

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Hi all,

I'm wanting to get a view of what people think is a good number for a Pokedex full of fakemon. There will be no canon Pokemon in the game, all 100% fakemon.

I currently have planned 180. I'm wondering if people think that's not enough, too much, or just right. My initial thought is that I should bump it up to 200 and leave it at that, but I wanted to get some opinions.

Thanks!
 

Taq

Sandwich Master
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Hi all,

I'm wanting to get a view of what people think is a good number for a Pokedex full of fakemon. There will be no canon Pokemon in the game, all 100% fakemon.

I currently have planned 180. I'm wondering if people think that's not enough, too much, or just right. My initial thought is that I should bump it up to 200 and leave it at that, but I wanted to get some opinions.

Thanks!

I am kinda mixed with fakemon only games that are over 150 unless there is a reason (Like it was a team who made them). Based on what I remember from your project and how you had assistance I think it's fine with 180, It allows for enough diversity and not lower the quality. But I recommend finishing the Dex or until you are out of concepts before you make the final number.
 

updawg734

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I am kinda mixed with fakemon only games that are over 150 unless there is a reason (Like it was a team who made them). Based on what I remember from your project and how you had assistance I think it's fine with 180, It allows for enough diversity and not lower the quality. But I recommend finishing the Dex or until you are out of concepts before you make the final number.

Thanks for the feedback! I did kind of run out of concepts when I hit 180, which was why I stopped there for now. Then (of course) I eventually had a handful of more concepts come to me, which was why I was debating the 200 number. Like you said, I want diversity to keep the game fun, but also want to avoid low-quality, forced ideas just to hit a certain number. Maybe I'll sketch up some of my new ideas and get feedback before officially including them. Thanks again!
 
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Hematite

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@updawg734, strong recommendation: pay no attention to the total number, but to what Fakemon are called for. I'm guessing @Taquilla dislikes games that have tons of Fakemon because devs tend to overcrowd every place in a scramble to fit them all - personally, I think you can get away with as many Fakemon as you want, but you have to be wise about how you arrange/distribute them - and you have to have a big enough region that they can be spread thinly, because people need to be able to get used to your Fakemon without having tens more dumped on them every step - so your game doesn't feel overstuffed.

Basically, consider a given location - how many of the Pokémon there can you find elsewhere? Believe it or not, you usually don't want every area being totally self-contained, so I would limit yourself to two or three new lines per area at a maximum, and stick to one line per area for the most part, so that your region feels cohesive and connected. Basically, instead of approaching from the perspective of "how many Fakemon do I need," approach it from "where are all of my Fakemon found," and - from there - "are any areas too full of new Fakemon? do any areas not have any new Fakemon?"

This is a pretty good way to keep your game from being too far on the extremes of the scale (overcrowded or repetitive):

> Make sure every unevolved Fakemon can be found in the wild!

> Try to make most of the new areas you visit introduce at least one Fakemon you haven't seen before! However, you should probably stop after a certain point - people aren't likely to use Pokémon they can't even catch until after, say, the seventh Gym! (In your case, I would guess you can push that to the eighth Jewel Keeper because you have nine total, haha.)

> Make an effort to limit yourself to four or five species in a given encounter method per area (like, within a single patch of grass, don't have seven different encounters). Also, definitely avoid making a Pokémon have an overly low encounter rate! The majority of your areas shouldn't have anything less than 10% for the rarest encounter - 5% shouldn't be a regular thing to make things hard to get. I would make sure plenty of these are repeats or can be found elsewhere in the region - if any more than three of the Pokémon in one area are being shown to the player for the first time, that's probably a bad thing!

> Make sure every Fakemon you have (every stage of every evolution line) can be found in some guaranteed encounter - a standing event, or the only Pokémon in a certain place (use this sparingly, haha), or used by an NPC Trainer... or even just shown by an NPC like Dialga, Palkia and Manaphy in Generation IV - so players don't need to get lucky with a random or lucky encounter to see a Pokémon even if they do to catch it.

These general tips aside, you should also pay attention to how many of your Fakemon evolve! 180 Fakemon could be 60 three-stage lines, 90 two-stage lines or 180 unevolving species (usually somewhere in between these, of course, because it's unlikely that all of your Pokémon have the same number of stages!), which makes a huge difference because not every evolved Pokémon is even found in the wild (especially with three-stage lines or evolution lines that branch, usually the last stage doesn't appear at all).
 

Taq

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I was mostly referring to making it stuffed to the brim, because I am worried of low quality, I am fine with it when they made by a full team, but I don't hate them.
 

updawg734

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@updawg734, strong recommendation: pay no attention to the total number, but to what Fakemon are called for. I'm guessing @Taquilla dislikes games that have tons of Fakemon because devs tend to overcrowd every place in a scramble to fit them all - personally, I think you can get away with as many Fakemon as you want, but you have to be wise about how you arrange/distribute them - and you have to have a big enough region that they can be spread thinly, because people need to be able to get used to your Fakemon without having tens more dumped on them every step - so your game doesn't feel overstuffed.]

This is all GREAT feedback! Thank you! I definitely am trying to consider location a lot while making the game. I have the 180 done right now, and slowly am making progress on the actual game play, so I can definitely understand what you are recommending. For example, I made it so that you can find a certain fakemon in like the first three routes (differing rarities), in an effort to not isolate them to one specific location.

It will be totally possible to get all of the Pokémon in my game, but like you mentioned, not all will be necessarily easy to find. Again, thank you for all of the feedback! I might not even end on an even number at this point (for some reason I was telling myself that that would look nice), but I'll just do some quick designs of the concepts I have and see if they would work in certain areas. I already am noticing that I'm lacking some ground/rock types for a desert area (in order that some fakemon aren't repetitive), so maybe I'll start there.
 

Snewper

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Not sure if this is the right place to put it, but I do have some free-to-use ideas if anyone would like to take them up. They're rather barebones, admittedly, but it's enough to get the gears turning for someone who has no idea where to start, in my opinion:

Sun/Moon AU:
Lusamine has six adopted children to do her work, collectively called the "Apostles of Aether Foundation"; each one specializes in a different type. Surprise surprise though; Lillie and Gladion are the runaway seventh and eighth apostles, who simply didn't agree to their mother's will.

Stadium-Esque Game:
A Pokemon Stadium/PBR-styled game, which is a battle simulator at heart. The new feature is "nature reserves" where you can catch and train Pokemon to challenge the various stadiums with.

If you're interested in taking either idea up, I'd love to hear about it!

EDIT: Forgot to mention, but for the Sun/Moon AU idea, Team Skull would either not exist in this AU, or it would be spearheaded by Gladion as opposition to the Aether Foundation.
 

Hematite

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I think if you're more offering those up to be taken than asking for feedback on them, this thread is exactly what you're looking for!

-----

Also, I was just typing something to put here myself when I saw you'd posted, haha. It's funny - there haven't been any posts here in forever! I can't believe it's been since August 9th?

So, this is something that only just occurred to me today, and it's very far from polished and not something I've considered or attempted at all, but I think it might benefit my game and was wondering about any feedback on it - I've rethought the EV system and I think this might improve its mechanics a lot.

The first thing I'm addressing is minor and more about presentation than anything - from a story perspective, it makes a lot more sense for EVs to be visible to the player, just from a different perspective than plain numbers.

With this in mind, every time you beat a Pokémon, you'll be told right away what EVs your Pokémon gained from it - for example, if you beat an Alakazam, you immediately see "Espeon learned more about Special Attack!" (Or if it was an Entei, "Espeon learned more about HP and Attack!" - it reports every stat.) When you get 252 in a stat, it goes further and says "Espeon has totally mastered its Defense!" to show that you've maxed it out. There isn't any need to be secretive about this.

The idea here is that you as a Trainer are always monitoring your Pokémon's progress and paying attention to their achievements. We know that the system of EVs is about what your Pokémon learns - it gains new skills based on the enemies you defeat. So it doesn't make any sense to hide that progress from the Trainer who's supposed to be deeply involved in what their Pokémon learns - that's their whole role!

I understand the idea brought up by Game Freak that it might feel like Pokémon are just bits of data and not living things if it's presented as a raw number, but if we're talking about training Pokémon, that's what the Trainer would be most likely to know about their Pokémon, and of course they would find some way to report it as a number to denote progress - hiding EVs would be like being a math teacher, but refusing to look at your students' test scores. It's not all that there is to your students, but it's still your job and I sure hope having those scores there doesn't make you think they're not human! And anyway, it would surely be no stranger to show the Pokémon's EVs as numbers than it is to show their final stats as numbers.

The next, more important thing is more about the mechanics of EVs, which will be a lot more readily customizable.

Before I get into that, I really don't think EVs are crazily complicated and inaccessible as they are, and the official games have been getting better and better about that anyway. This isn't something I think needs "fixing" about the official games, and with competitive battling and all, it's understandable that those would depend a lot more on making it take more effort than this to EV train. Ultimately, my primary motivation is anything but the idea that EVs need to be easier, or that they're not mechanically sound as they are - this is actually purely from an in-world standpoint, because it gives an opportunity to emphasize the relationship between Trainer and Pokémon from a story or worldbuilding perspective.

I've always perceived EVs as the games' way of demonstrating the difference between trained Pokémon and wild ones (which never have EVs even at high levels) and one of the primary benefits for a Pokémon that has a Trainer, a way of showing off that it's to mutual benefit and not just a servant-master relationship. In my mind, each EV is a representation of something the Pokémon has learned from having a Trainer, maybe even an unstated moment between Trainer and Pokémon, like "I'm so proud of you for winning that battle! And did you see the way that Golbat moved? I bet you could do that even better!" The idea of a Pokémon learning through having a Trainer is one of the best parts of the series - so I think basing EVs more strongly on player input is actually a really good way to show that connection instead of the choice we have now between calculated, detached grinding or total ignorance of EVs altogether.

By that logic, I feel it would make the most sense if, rather than stopping their effort growth after getting 510 EVs, you kept going until your Pokémon had mastered every stat - you still gave that encouragement and had those sorts of "moments" all the time. The current system feels like the Pokémon is giving up or "peaking" because it doesn't want to keep exerting itself... and don't get me started on how weird it is that when you do reset EVs to shift focus, it's with berries/Perilous Soup (is it like "oh, you think this tastes bad? well, I will keep feeding these to you until you learn to stop focusing on Attack!").

As the Pokémon's Trainer, you should be responsible for keeping its focus on the stats you think are important - you should be the one to tell that Espeon, "it's really cool that you're learning about Attack and you're doing a great job, but you're going to exhaust yourself at this rate and I don't think you need it so much, so it might be easier on you if you want to stop worrying about that." So... Pokémon won't stop earning EVs at 510 - instead, they can keep earning them until they have mastered every stat - but can still only use 510 in total. Basically, the EVs a Pokémon uses would still be limited to 510, but rather than that being stuck at the first 510 EVs it gets, that's something its Trainer can decide based on what EVs it has ever earned.

• I would add an "Instruct" option to the party menu (along with stuff like healing the Pokémon and giving it an item). This opens up a chart of all of the Pokémon's EVs in every stat - from there, the Trainer can designate an EV spread to use.

• You still can't exceed 510 EVs. (You'll get a message to the effect of "You're spreading Espeon too thin! It can't focus on all of those stats.")

• Obviously, you can't tell it to have more EVs than it actually has. (You'll get a message to the effect of "Espeon hasn't trained that much in Special Attack! Try fighting Pokémon like Abra to master Special Attack.")

• Because this is just accessed from the party menu, you can use it whenever you want. This way, a Pokémon that you've raised a long time and that has mastered every stat will be the most versatile (and that continued encouragement and learning remains in use); if you want to try something different, you always can.

Basically, from a story perspective, this is just a way to make it clear that as the Trainer, you're really the one paying attention to your Pokémon's growth and continuing to keep it moving forward - it doesn't make sense that EVs are one of the things to which you pay the least attention in a standard run when that's the one thing the Pokémon can't deal with on its own in the wild. There are certainly other things Trainers could be doing (for instance, still working on figuring out how to have you make sure to feed your Pokémon once in a while without getting in the way of gameplay), but since EVs already are a part of gameplay and this honestly manifests itself as a QOL update that makes things easier for players rather than adding another thing to juggle, it's one of the best ways I can think of to both capitalize on the relationship of Pokémon and Trainers without creating frustrations or difficulties for players that would slow down gameplay.

Minor note: if this is accessible within the main story, that means your average opponent would also make use of EVs without causing the difficulty to be weirdly stacked against the player. I don't see this as important one way or the other, or as an important draw like "ooo a game that has increased challenge," but it's just worth mentioning that it doesn't need to give the player a crazy advantage in the main story. I would ordinarily lean towards making anything EV-related postgame-only, but I might make this available the whole time specifically because it makes so much more sense from an in-world perspective that this is simply what a good Trainer does.

Edit: Horizontal rules break things now! Replaced with a ----- because almost the entire post turned invisible, haha.
 
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TechSkylander1518

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I think that's an absolutely fantastic idea! To take a mechanic that has been just "secret numbers.....ooooooh" and make it a dialogue between trainer and Pokemon that teaches both is such a great improvement in-universe and out!

I think the one suggestion I have to offer is right here-
With this in mind, every time you beat a Pokémon, you'll be told right away what EVs your Pokémon gained from it - for example, if you beat an Alakazam, you immediately see "Espeon learned more about Special Attack!" (Or if it was an Entei, "Espeon learned more about HP and Attack!" - it reports every stat.)
It'd definitely be great earlier on in a game to let players know what stats they're getting (and nicer on us wikiers!), but after a bit of time, it's going to become just another message for players to flip through. Perhaps you could make an option in settings for players to toggle the notification on and off?
 

Hematite

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Ah, that's a really good point! You're right, that extra message does add up in the long run, and I completely wouldn't have thought to have a toggle! I'll definitely try to keep that in mind - thanks!!
 

zarexraze

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Hey, @Hematite this is really cool of you! I'm literally dumbfounded how I managed to reevaluate the entirety of the IV system and didn't even consider the EV system in-game. That's actually something I was struggling with story-wise for my game idea, it's like you're coming up with all the cool ideas around here, so thanks :yum.


Sooo to clarify, in layman's terms, every Pokémon can now have 252 EVs in every stat, but the Trainer tells them to specify on only two stats to use in battle?
If that's correct, then I'm actually wondering on how mixed sets are going to function. My guess would be that the Pokémon would just have to specifically train like the three stats in exactly the way that's needed, then the Trainer can tell them to only focus on those three stats, while the others can still retain 252 EVs for future use.

EDIT: WAIT JUST RE-READ IT. NOW IT MAKES MUCH MORE SENSE. NOW I LOVE IT MORE!!!!!

And as for the IV System changes I planned to do, they can be found right here, if anyone wants to gander a look. It's a bit of a mess, but I provided an example in the file for hopefully some clarification: https://docs.google.com/spreadsheets/d/1GF885Kn7bqzAOW_DQ9EaglxUoKovJBNi8700iQ5IwkQ/edit#gid=0

EDIT 2: An idea just popped into my head about all this. Maybe it would be cool to change the Proteins Calciums, etc. to give 20 EVs for each drink, and each stat can only be raised to 200 with this method. They'd be the same price (but probably only purchasable more late-game), and it would greatly help EV training for competitive as this system now allows you to max out all six stats.

EDIT 3: (yes I keep editing this thing but whatever.)
I wonder how Pokérus would work into all of this. I mean, yeah it mechanically would probably be unchanged, but how would it work from this approach of the concept? Maybe the virus could be re-introduced as a sensual disease of sorts, like maybe the Pokémon enters a frenzied mode, that way the Pokérus would be something that cuts friendship and/or affection while gaining double effort values.
I don't know, I'm just tossing ideas here.
 
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zarexraze

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Hey, since @Hematite is in the fashion of re-visiting oldish mechanics and giving them new paint and improvements, I feel I should showcase how I'm doing the same, in my case, with the PokéDex.

I'll be honest, even with the Rotom-Dex, the visual improvements, and the cool entries, the PokéDex, in a complete nutshell, is trivial. There's nothing to the darn thing. All it is is a representation of a common goal, some filler text for each Pokémon, and other than a piece of paper and two charms, there is nothing rewarding or beneficial to working on it other than showcasing it complete or attempting a Shiny Dex.
I feel that the PokéDex should not only detail the Pokémon, but it should also detail about all the different moves, abilities, and mechanics in the game. Take for example, the Browser in the Pokémon Ranger games. It not only included some flavor text for each Pokémon, but it also provided details on all the Poké-Assists and Field Moves, and even allowed for some example runs to showcase them.

Now, when you select the device from your menu, it starts with the options PokéDex, AbilityDex, ItemDex, MechanicDex, MoveDex, and Options for customization purposes.
The PokéDex details the species like before (and hopefully with a LOT of more details, similar to PokéDex 3D),
The AbilityDex details all the abilities the player has encountered, and can even generate some example/mock battles to showcase abilities,
The ItemDex details all the items the player has ever obtained, including where to find them, and some items can also generate mock battles as stated previously,
The MechanicDex details mechanics such as weather, terrains, weight-mechanics, rooms such as Trick Room, and can also provide example battles,
but the last one is the most interesting, the MoveDex.

Like the previous functions, the MoveDex details all the moves that the player has encountered/obtained access to, and can also tell who gets it, and again, provide mock battles, but the MoveDex also has one very powerful function. It can teach Pokémon in your party any applicable move, so long as it doesn't get it naturally or through TMs/Tutors, with the only extra requirement that another Pokémon in your party must know the move already.
For example, say you want to teach your Heliolisk the move Discharge. Through some misfit of nature, it doesn't get it through any means, but it can learn the move if taught from an Eelektross, Electabuzz, or Ampharos (or any one of these mon's evolutionary line). So you catch a Mareep, use a Heart Scale to give it Discharge, and through the MoveDex, teach your Heliolisk the move Discharge.
This idea of teaching through various Pokémon can even apply in two major ways: it could say, teach a Garchomp Fly when taught via a Tropius or a Salamence, even thought the move is a TM/HM, and the bigger one, it can even teach Pokémon Egg Moves.
How this is done is, let's say you've bred the perfect Natured and IV'd Girafarig, until you realize you need the Egg Move Beat Up on it. The MoveDex can fix this. It can also teach other Pokemon Egg Moves, so long as the Pokémon being taught learns it from a Pokémon in the same evolutionary line. So all you'd need to do is breed a new Girafarig in order to get Beat Up, succeed, and then teach the competitive Girafarig the Egg Move Beat Up from the newly hatched baby with the original Beat Up.

If this was applied in the main games, I'd imagine that for the first year of VGC, it would not allow Pokémon to have moves they could only get from the MoveDex, because otherwise that would be utter madness due to the simple fact that there would be soooooo many moves theoretically accessible through this new feature.

So that's basically it really, any thoughts or concerns on these ideas, then fire away. I'm all ears.

EDIT: Just a fun thought, but maybe for every 1st time you complete an example/mock battle, the player earns a a small 1-5 amount of BP per completion. Just a thought.
 
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Hematite

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I don't have a ton to say about your update to IVs, but I really love that fighting specific/major Trainers allows your Pokémon to improve its star ratings! It's understandable that experiences like that would drastically improve performance!

I actually do kind of like that they're treated as a minimum rather than a fixed value - the sort of variance it adds makes some sense, like a Pokémon might be having an off day and perform on the lower end, or be feeling especially well and be at its best. But at the same time, there are times (especially with Attack and Speed) that you want your IV to be either the lowest possible value. A Special attacker wants low Attack to minimize Confusion damage, and a team in Trick Room wants to be as slow as possible (usually). There are also times, particularly for Speed, that you want your stat to be a very exact value in relation to another Pokémon, so you can give your Pokémon a specific turn order - like, you might want your Whimsicott to attack right before your Terrakion with Beat Up to trigger Justified, or a low Speed all around for Trick Room, or one Pokémon to lower your opponent's Defense and then the other to attack it right after while it's vulnerable. It might be worth reconsidering that variance so people can have as low an IV as they want!

Now regarding the Pokédex, that sounds really neat!! I'm especially intrigued by the mock battles - that sounds like a great way to demonstrate some of the more obscure effects to players!

The big thing that grabs my attention (as I think you intended :p) is the fact that the MoveDex is a way of teaching moves! A bit of a stupid question (hey, I could use your MechanicDex right now!), but is this a specific move list on a per-species basis, or is it any move you have across your party? Your first two examples are moves the Pokémon can't learn and you mentioned the moves might be banned from use, suggesting they're extremely unusual or that there are a lot of them, but also both of them at least make sense for the Pokémon (and both are directly related to the Pokédex flavor for them), so it's not like you pulled such an oxymoron as Tickle Bisharp out of thin air! To clarify, what you mean is a preset list of any moves each Pokémon ought to learn but can't, similar to how Egg moves are a reasonable list pulled from any moves but without the restrictions of breeding, right?

Honestly, that sounds awesome!! There are plenty of moves that it simply doesn't make sense for Pokémon not to have (cough DID YOU KNOW THAT SCRAFTY DOES NOT LEARN BEAT UP cough), and taking the opportunity to create a new tutoring mechanic instead of just redoing all of their levelup learnsets is definitely innovative and exciting as a player!!

It's also a much more efficient solution as a developer than redoing all of their levelup learnsets! //tears of regret

In itself, using the Pokédex as its own kind of move tutor actually makes perfect sense from an in-world perspective as well - it's supposed to be a source of information, and that's all that TMs and move tutors need to do to be able to give new moves to Pokémon! I have my own plans for how to improve the flavor of the Pokédex, but I've actually never considered turning it into a mechanic like this, and it works really well with what the Pokédex is supposed to be!
 

zarexraze

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I don't have a ton to say about your update to IVs, but I really love that fighting specific/major Trainers allows your Pokémon to improve its star ratings! It's understandable that experiences like that would drastically improve performance!

I actually do kind of like that they're treated as a minimum rather than a fixed value - the sort of variance it adds makes some sense, like a Pokémon might be having an off day and perform on the lower end, or be feeling especially well and be at its best. But at the same time, there are times (especially with Attack and Speed) that you want your IV to be either the lowest possible value. A Special attacker wants low Attack to minimize Confusion damage, and a team in Trick Room wants to be as slow as possible (usually). There are also times, particularly for Speed, that you want your stat to be a very exact value in relation to another Pokémon, so you can give your Pokémon a specific turn order - like, you might want your Whimsicott to attack right before your Terrakion with Beat Up to trigger Justified, or a low Speed all around for Trick Room, or one Pokémon to lower your opponent's Defense and then the other to attack it right after while it's vulnerable. It might be worth reconsidering that variance so people can have as low an IV as they want!

Now regarding the Pokédex, that sounds really neat!! I'm especially intrigued by the mock battles - that sounds like a great way to demonstrate some of the more obscure effects to players!

The big thing that grabs my attention (as I think you intended :p) is the fact that the MoveDex is a way of teaching moves! A bit of a stupid question (hey, I could use your MechanicDex right now!), but is this a specific move list on a per-species basis, or is it any move you have across your party? Your first two examples are moves the Pokémon can't learn and you mentioned the moves might be banned from use, suggesting they're extremely unusual or that there are a lot of them, but also both of them at least make sense for the Pokémon (and both are directly related to the Pokédex flavor for them), so it's not like you pulled such an oxymoron as Tickle Bisharp out of thin air! To clarify, what you mean is a preset list of any moves each Pokémon ought to learn but can't, similar to how Egg moves are a reasonable list pulled from any moves but without the restrictions of breeding, right?

Honestly, that sounds awesome!! There are plenty of moves that it simply doesn't make sense for Pokémon not to have (cough DID YOU KNOW THAT SCRAFTY DOES NOT LEARN BEAT UP cough), and taking the opportunity to create a new tutoring mechanic instead of just redoing all of their levelup learnsets is definitely innovative and exciting as a player!!

It's also a much more efficient solution as a developer than redoing all of their levelup learnsets! //tears of regret

In itself, using the Pokédex as its own kind of move tutor actually makes perfect sense from an in-world perspective as well - it's supposed to be a source of information, and that's all that TMs and move tutors need to do to be able to give new moves to Pokémon! I have my own plans for how to improve the flavor of the Pokédex, but I've actually never considered turning it into a mechanic like this, and it works really well with what the Pokédex is supposed to be!
@Hematite, Thank you so much! It honestly came from my hype of the Rotom-Dex being something huge, and being unfortunately disappointed. And about your response, here's a few things to note-

-- Oh shoot, I thought I addressed the Star Value variance thing! Well, the simple answer is that the variance would only occur during the main game, a.k.a. places like online battles and facilities like the Battle Tree would take the Star Value verbatim.
And as for the manipulation of Star Values, there will be new items called Hinderances, one for each stat. When a Pokémon holds a Hinderance, the holder cannot gain skill points in the respective stat.
I also forgot to mention that there's going to be a massage/therapy location for your Pokémon, and it would be there that through a massage, a Pokémon could reduce their skill points and/or EVs to zero (though I'm also debating the use of your EV system, because it's that good).

-- Yes, it is indeed a specific list for each Pokémon. I believe I noted this when I wrote that every "applicable" move could be taught, but I guess I wasn't clear enough with this, so sorry about that! (though to be real, Tickle Bisharp would be absolutely hilarious).

This response actually gave me an idea for further post manipulation. See, I have this idea for a side-mechanic involving theatrics, and while I've yet to flesh out/finalize that idea, it would be the perfect excuse for a place to teach Pokémon to act, specifically for acting Natures.
For example, say you have a Timid Garchomp but you would like it to be Jolly instead. Rather than boxing the poor thing to breed a new one, you can take the Garchomp to an Acting Tutor, and teach the Pokémon to act Jolly rather than Timid. Therefore, in the summary page of the Garchomp, it would read "Timid, but acts Jolly." With this, a player can manipulate the Nature, the EVs, and the Star Values of a single mon, perfectly allowing the Trainer to not only make a competitive mon in less than 20 minutes, but allow a single Pokémon to easily be changed for multiple set options.
 
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MrJediMan

Pokemon and Pop culture Enthusiast
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Pokemon Radiant Sunshine [working title]
I have some plot ideas for my game.
Plot
You are a kid with a boring life in a small town in the coast of the region. Until your uncle Professor Simon Spruce
sends you a pokemon for your birthday and your journey begins. But there is a new evil emerging trying
to find a ancient machine that will give its finder infinite riches

I might include some fakemon if i feel like it.

The region will be based on finland and scandinavia in general.
The concept for the machine is from the magnum opus of finnish culture kalevala. Its called The sampo.

 

Dulcemer

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Hi there, first post on Relic Castle so I apologise if the formatting is off. ^^;

Okay, so I'm a total newbie to games but I'm currently working on a generic fangame project with some friends but whilst we were developing that I got the inspiration for a smaller side-project where you play a Pokemon Breeder?

Basic Concept: You're the grandchild of the day-care couple and have inherited the centre. You’d have a starter companion (I’m thinking Magby, Smoochum or Elekid for the baby pokemon aesthetic) to follow you around and help around at the farm. Also I don't want to remove battling completely but just make it a lesser part of the game/maybe scripted battles only. You'd have a rival but they'd be another breeder.

These are some of the features I had in mind:
  • Looking after pokemon brought in by trainers- be it through happiness items, feeding them berries, training them, taking them for walks, grooming them.
  • A new fairly small regional map, something more on the scale of Pokemon Ranger. Right now I'm thinking of a small island near Alola?
  • Pokemon Ranger is actually the main inspiration - thinking maybe a ranking system and as you rank up, you're allowed to look other stronger/more dangerous pokemon. In addition, the more famous you get, then trainers from further away will visit and bring rarer pokemon.
  • Without of the risk of it going too Stardew Valley/Harvest Moon, I thought maybe you could upgrade your centre with new environments for different pokemon (ala friend areas from PMD:Blue/Red - basically some of my favourite art/maps)
  • Breeding Pokemon - Ever see those really cool fusion/"pokemon breeds" drawings on tumblr or twitter? (Examples: 1, 2, 3) God knows how, but a cool mechanic could be breeding pokemon to find subspecies like this. Kind of an alternative pokédex completion.
  • Breeding contests. Show off your most well looked after pokemon and win competitions.
  • Extras: Maybe some kind of light-hearted plot? Possibly some side-quests? Chances to have permanent visitors in the centre/maybe trainers let you have their eggs?
It's a pretty ambitious idea since some of the features aren't "typical" pokemon features and will require some extra coding but I still think it'd be fun.

So my questions:
  1. Has this been done before?
  2. Is this something people would be interested in?
  3. Does anyone have any other ideas for features or just general feedback?
Thank you very much!
 

TechSkylander1518

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That sounds like a really cool idea! I've never heard of it being done before!

For the crossbreeds, I have a kinda gimmicky way you might be able to implement it. You could make the data for crossbreeds a new Pokemon instead of a different from, and instead of actual breeding, you could have an event that just gives one of those Pokemon, depending on which two Pokemon are given to it. People might be able to tell they're not actually breeding-IVs, moves, and natures might not pass down-but since your game isn't battle-based, I don't think it'd be a problem.
 

Dulcemer

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That sounds like a really cool idea! I've never heard of it being done before!

For the crossbreeds, I have a kinda gimmicky way you might be able to implement it. You could make the data for crossbreeds a new Pokemon instead of a different from, and instead of actual breeding, you could have an event that just gives one of those Pokemon, depending on which two Pokemon are given to it. People might be able to tell they're not actually breeding-IVs, moves, and natures might not pass down-but since your game isn't battle-based, I don't think it'd be a problem.
Thank you for the idea! It's simple but if I dress the event up enough it could be really effective. I was thinking of a limited choice of breeding partners anyway, since I don't want to spend hours designing hundreds of crossbreeds, and I'm sure there's a way I can blab the stats. I've never been the type of player to focus on IVs and natures since I don't battle competitively, this is more for people who like cutesy games where they can collect and look after pokemon so hopefully it won't be an issue.
 

TheGamingPaladin

TheGamingPaladin - Youtuber, Foodie, Gamer 4 Life
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i think Battles would still need to be a part of it, but i do think that being in the background compared to the story would be fine, it hasnt been done as far as i know, but it sounds really interesting, love the baby pokemon starter idea.
 

Dulcemer

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Thank you for the support! I'm thinking of including wild pokemon battles during, like, berry searching or something, and maybe some plot-related battles. There just won't be any gyms. I want to think of some interesting mechanic for the breeding contests to make up for it but it's early brainstorming days.
 
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