Since the debates are intended to take place right here, I hope you don't mind if I start (and possibly finish) the debate on save games. With the addition of the Settings script section, playing with optional features is now centralized and organized. Why not implement both the traditional single save file method as well as a multiple (presumably 3-4) save file method, and allow players to switch to whichever they like by specifying their preference in the Settings script section? I think if you choose only one or the other, some will be alienated (those who are traditional or those who want innovations). Making it optional allows you to cater to both sides, at least in this case.
I don't really have any input to give on what information should be displayed when loading at the moment. I'll leave that to someone else.
It's possible to do that, of course, but just a bit more work. For multiple saves, it would have to be slot-based (i.e. you get 3 save slots and that's it).
I like the idea of displaying the save number (i.e. number of times you've saved in this adventure), and perhaps allowing you to name the saves. The important part of the displayed data will be to make sure it can all fit on the screen, so I'd love some concept art of what you guys think the new load/save screens should look like.
Why has no one commented on this? It sounds like a great idea to me - it will group essentials users closer together. Those who are already adept with essentials will have a good way of staying closer together and therefore presumably getting more done, and those who are not-so-adept will be able to have their problems addressed more personally, and thus, helped out more effectively.
For the Pokemon Essentials community, due simply to its popularity, I personally think a Pokemon Essentials forum would be a great way to bring essentials even closer to what any ambitious (and realistic) person wants it to become. I know there is at least one person -me- that only really comes to Poke community for Essentials info and updates anyway.
My thoughts exactly. Our own forum would be a good base for developers to gather and help contribute to Essentials, discuss features (i.e. these debates I mentioned), ask questions and all that without cluttering up just two threads.
If anyone knows of a suitable (free) forum provider, please let me know. I've had experience with ProBoards before, and while it's basic it might be good enough. I do want to get this organised sooner rather than later, if we're doing it, so any help you guys can give in this respect is appreciated. Opinions please.
good idea would certainly please everyone although i would like option for unlimited save slots (or least same as standard rpgxp)
i do have a forum if you want to use that for pokemon essentials just let me know and i'll set something up
the link is
http://moddingcenteral.proboards.com/index.cgi
Ah, an FO fan. I played that once, and got killed almost immediately. It's very impressive, though.
I think it would be better to start a new forum from scratch for Essentials, though. Thanks for the offer.
I think that this depends of the features, if this isn't a important thing (like i said before, you can copy de folders or change the save name) is better to maintain the official ones and maybe create a tutorial on wiki telling how to put the custom ones.
Like I said before, the best solution is to put to the Developer the option to choose. The more things that you can do this way, better is it.
If you can't put these thing on metadata, try to put in the same ways that Poccil put the option to choose the level of eggs hatch (on one variable on scripts) or even the "VX compatibility" (comment or uncomment parts of scripts).
I don't seen the new moves system, but some sugestion that I give (and I use for non-related pokémon projects) is to, instead of function code be "06", make it like "06,10,7" where "10" is the chance of the secondary effect occurs and the "7" is the paralysis flag. This help A LOT to create custom moves.
Sorry if I give this tip too late.
As I said, can of worms.
What you've suggested is pretty much exactly how the moves already work. A function code decides what effect the move has, and there's also a probability number used by some function codes. The system in place works just fine.