Dapper Gent Wrote:If it were up to Val he'd completely overhaul the whole system and completely remove everything that makes it a Pokemon combat system. So you cam bet he'll be putting a lot of effort into smoothing out all of the wrinkles, and not just in combat.
As for the glitch, did you try to speed through the text? We've gotten a lot of glitches based on people trying to skip through the text there and the game not liking that.
Dapper Gent Wrote:If it were up to Val he'd completely overhaul the whole system and completely remove everything that makes it a Pokemon combat system. So you cam bet he'll be putting a lot of effort into smoothing out all of the wrinkles, and not just in combat. ...
www.porncritique.lol Wrote:That's good to hear, why doesn't he like the pokemon combat though? In whatever case I'm looking forward to seeing how it turns out.
ValturNaa Wrote:
I've spent my life studying historical combat, designing magic systems, and analyzing game mechanics to find their weak points, all of which gives me a somewhat unique perspective. I also have some experience with live combat simulations such as HEMA (though not as much training as I'd like) and I want to implement a game mechanic based on a fencing principle referred to as "tempo". Long story short, it would make each round a contest of two pokemon performing their moves at the same time. The resulting interaction would determine a "winner" who would take the initiative on the following round, dictating the flow of combat. I'm also not fond of the pokemon tradition of rock-paper-scissoring every match with typing, and want to make the interactions between types more subtle, though without removing types altogether. I'd also like to add certain training techniques like the pokemon anime where different pokemon can be trained against their natural weaknesses (for instance, AJ's sandshrew, on which Bondage Sandshrew was based), and unusual uses for common techniques, such as Ash's bulbasaur using Vine Whip to leap at the fighting dojo. In short, I want a combat engine that follows the anime more than the games and adds more realism and strategic thinking to the fighting. Something more interesting than "Oh, another rock type? Just karate chop it until it cracks."
Playing through FireRed, I could literally one-shot every enemy en route to Cinnabar using only my Scyther. I only had to swap him out when he ran out of PP on his main attacks, and then switched to another pokemon with the same simple attack mechanics. That's very dull gameplay, and I would've quit then if I hadn't been determined to see the ending as research for this project. Even worse was the victory road exp farming to at least match the elite four in levels, because at 2-3 levels below, there wasn't a damn thing I could do to win. With more strategic thinking, and the possibility to lose a relatively easy fight if you get too sloppy, or win an exceptionally difficult fight with a clever strategy, I think pokemon battles would become much more intense, engaging, and rewarding to play. This is a direction I feel pokemon is already headed, as in my Black playthrough I successfully swept the ice gym with a Haxorus. I just want to skip the long, slow transition and get to the good parts. But, I can't. Not here, not now. For this game, I'll have to content myself with a few minor tweaks on the basic FireRed combat engine. But in the future? Who knows.
Dapper Gent Wrote:Are you trying to play through a browser or through exe file?
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