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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.
Anonymous
>>42425949 > trainer battles still exist, and when a trainer spots you, it's either battle or bribe the trainer a hefty fine! > when you accept the battle, both trainers are warped to a randomly generated symmetrical arena type landplate. both trainers are perfectly safe from harm, but the pokemon still gotta battle. > battle unfolds like downs in a football game. the pace is only broken once a pokemon faints & the game freezes time for 30 seconds for the player or enemy to select their next pokemon. > you get to experience firsthand how fast different pokemon are in the arenas where the pokemon don't have to worry about keeping a line of sight to their trainer. you get to see how different attacks can be used differently & creatively with differences in range, deploy speed, melee arcs, projectile sizes, etc. > weaker pokemon teams can beat stronger pokemon teams if the player is more skilled than their opponents! what do you think? what are your ideas?
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>>42425962 forgot second pic
Anonymous
guys please, i really like my idea.
Anonymous
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>>42425962 >when a trainer spots you, it's either battle or bribe the trainer a hefty fine! sounds not fun
Honestly, OP, it sounds pretty neat for the most part though. Could be good as a side game, but I will never want pokemon to not be turn based.
Seeing the Wild Area in action just reminds me how far we are from a full immersive pokemon experience. The effort is too much for GameFreak (for animations and other assets), and it'll take a while for a new IP to take pokemon's place. Your idea is cool, but it's not currently feasible to be executed the way you want to with the Pokemon franchise unless you're willing to severely limit the number of actual pokemon in it.
Anonymous
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>>42425949 It reminds me of Pokemon Rumble in some ways.
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>>42425949 Just replace turn-based combat for Reloaded's real-time combat system
Anonymous
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>>42425962 >you get to experience firsthand how fast different pokemon are in the arenas where the pokemon don't have to worry about keeping a line of sight to their trainer. you get to see how different attacks can be used differently & creatively with differences in range, deploy speed, melee arcs, projectile sizes, etc. I like this
Anonymous
Anonymous
>>42425949 >>42425962 As much as I enjoy the turn-based formula of Pokémon battles, and while I understand all of the upsides it brings, I think a real-time action RPG with dungeon-crawling elements would be really fun, and it would be a great way for players to use bad mons that they love and not necessarily be pressured into using something different. Thumbs up.
>>42426200 >>42428000 Thumbs down. You understand no one would be able to see this until they clicked on this thread and just decide not to leave a reply, right? That's just sad. You don't need to beg for someone to see your concept. There's always some guy in the world doing something. You'll be found soon enough.
Anonymous
>>42428244 >thumbs up/down This ain't fucking reddit
Anonymous
>>42425949 Eh, fuck it, I'll post this even though I was planning on doing a thread for it later. Basically take a similar system of the more recent DQM games with the size slots, where the larger your size, the higher your stats will be, though you take up more space on the team, traits that act as abilities, resistances, ranks, and alternate form mons get to be seperate mons entirely, where synthesis becomes an integral part of the game, you have different item types that can change the way your attacks work, you have Attack/Defense/Agility/Wisdom alongside HP and MP for stats, a monster can learn any move they wish but must have the right skillsets to do so, different family types that become the 'typings' of the game, and some other things like that. Definitely not the best idea, but I feel it would be interesting
Anonymous
>>42425949 >that picture Do snakes usally mate in pairs like that? I thought they usually had giant orgy pits.
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>>42430869 I do believe that some species do and others don't. There are lots of varied snakes.
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does anyone have any ideas?
Anonymous
Alright, lets go over these.> 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. Okay. Like the idea.> vast world to explore Hard to pull off, but, continuing.> classify caves into 2 groups: caves & caverns. Interesting.>> 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. Good.>> caves are pre-made like normal, but caverns are randomly generated, like in mystery dungeon. Very good.> 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 Nope. Absolute fail. Yes, I like the idea of no battle transitions, eg: Chrono Trigger, but don't go into Action RPG territory. There's no strategies there.
Anonymous
>>42435691 what's so strategy-stripping of my conceppt? (looking to improve it)
the moves and their effects are still there and you can only have 4 pre pokemon. the different effects and styles would encourage players to think about better or worse moves.
Anonymous
>>42435880 Action RPGs by their nature are not strategic. Its not the four moves or the lack of them, it's the fact combat always has you moving in one way or another. When constant movement is a factor, strategies mean nothing when it all comes down to movement. Yes you can prepare for a particular battle ahead of time but that does not change the fact that the player skill moves from type advantages to dodging and moveset memorization.
Anonymous
>>42435939 but the type matchups still being there wouldn't force players to strategically switch pokemon?
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Pokémon is now a monster hunter game, and the dex is split into 10-20% fightable large Pokémon, the other 80-90% are captured like in monster hunter world only you find them in their natural habitat and must play a bit of a real time mini game to capture them, and are used as Felyne like partners, as in one at a time, who have unique abilities based on stats, typing, and of course shill status that can passively or actively aid you. The weapons are all there, including magnet spike. Leveling up partner Pokémon allow you to craft weapons that resemble it (ie an Aegislash inspired charge blade, Duraludon metal great sword, Arbok tongue longsword) while some weapons require small and large, or just large, parts to assemble. Weapons use typing as element and work differently when super effective, neutral, not very or not at all effective >super effective moves stagger more, recoil less, slice / pierce better, have extra affinity and don’t reduce sharpness on hard points Back home you can hire your captured Pokémon to help do jobs around the caravan, ie send 40 fighting types to build a campsite and increase how many poffin can be harvested at once
Anonymous
>>42435993 Not when you can outright negate any and all possible damage with movement and dodging.
Anonymous
>>42436016 i see. i always enjoyed a concept like that, allowing the truly skilled to overcome the odds, but i guess it might not be fun to play against, especially against superspeeders like sceptile.
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>>42436032 Action RPGs have their place, yes, but when you have a fuckhuge roster like this, it makes it near impossible not to play the fastest anime bullshit mons.
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>>42428340 It's living rent free in your head. There's more to life than shitting on reddit.
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>>42429529 You know, I am that Xtreme1992 guy who ripped those sprites. Liked the idea of monster taking different sizes so much, I couldn't resist to dive deep into the game files. Nice to see them here years later. Thanks for the nostalgic feels man. How time has passed.