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Done. Some Thoughts:
>main idea is that the game focuses on the conflict between progress and tradition. this is represented by the region being a large island where prehistoric pokemon still live, but also encroaching cities and human development.
>game has two evil teams; one which wants to preserve the past and the other which wants to press on into the future.
>Past evil team wants to remove humans from the region entirely and plan on using Dialga to wind back the clock to before humans ever discovered the region.
>Future evil team wants to take over the region by hacking into the PC network and stealing everyones pokemon from the boxes. They plan on using Zekrom to power a massive machine to do so.
>because of this the pokedex is split between prehistoric pokemon and futuristic/urban pokemon. there are also some middle grounders to help round out the dex a bit
>the idea is that since all the fossil pokemon have a large level gap in between their stages, the zones zigzag in and out of developed to prehistoric areas, starting in the city zones. this allows you to see the fossil pokes at both low and high level ranges for a smoother badge progression.
>there are a good number of grass, fighting, and steel types to help deal with the overload of rock types.
>the traditional forest area at the start of the game is a haunted forest instead. Early access to ghost type is to help out against both the rock types and steel types throughout the game.
>I am not a fan of most of the early game normal type pokemon, so instead I went with a more elemental early route pokemon progression. i really liked that in BW2 so I went for a similar approach here.
>Gyms are rock, water, ice, psychic, ghost, bug, fighting, and dark in no particular order. Elite Four are each built around a weather team, with the champion using a trick room team.
150 pokemon made this tougher than i would have thought. I would have loved more to flesh out the themes more.