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ITT: Change the way normal pokemon works forever. I'll start.
> pokemon is supposed to be about exploring a world & getting lost in dungeons, so I'd make it zelda-like, the 2d top-down classic zelda type.
> vast world to explore
> classify caves into 2 groups: caves & caverns.
>> caves are for connecting 2 places occasionally, and caverns are like mt. mortar or mt. silver in the sense that they go nowhere and are meant for what's inside: strong trainers, rare pokemon, valuable items, and the possibility of legendaries.
>> caves are pre-made like normal, but caverns are randomly generated, like in mystery dungeon.
> wild combat in overworld or in dungeons doesn't take you out of the world, and it's not turn based, either. you see a pokemon & you hold a button to open your cast menu
>> the cast menu is like weapon select in ratchet & clank, where time goes at half-speed while you select your pokemon. the pokemon is sent out, and you resume at normal speed.
> you now take full motion, action, and attack control over your pokemon while your trainer follows slowly from behind. the pace of the battle is entirely dependent on your skill & the enemy you're facing. think like the binding of isaac, but each pokemon has each of its own 4 moves mapped to 4 buttons. yoou have to navigate and dodge while attacking the enemy & defending your trainer.
> defending the trainer takes priority. if your pokemon faints, you go back to a pokecenter and heal it, no biggie. but the TRAINER has his own health bar, and he's WEAK. he's fast alone, but when one of his pokemon is fighting, he tags along slowly.
he has no attacks other than heal items & pokeballs, and his health is GARBAGE.
> if trainer runs out of hp, you get sent back to the last pokecenter you used, and your wallet is halved. this is really bad because in this game, money would be pivotal due to the ammount of healing items used while navigating the difficult dungeons.