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- Seen Sep 21, 2010
*snip*
EDIT: 09092010
New first post! I will try to put the updates of the project goals and give a better overview of the goals of this project on this post.
The name of this project is still pending right now, so I will call it JULY since that is when I started making it.
Also please note this project is being developed using RPG Maker XP and Poccil's Pokemon Essentials Kit.
The current goals of this project are as follows:
Long Term Goals (End-Products that will not be realized for 6 months to 1 year, or upon project completion):
Completion Of All Four Regions.
Description: This means that all four regions need completion. Including: Gyms, Encounter Lists, Maps, General NPCs*, General Triggers**.
*General NPCs refers to PokeCenter or PokeMart NPCs, or other filler type NPCs. Not storyline related.
**General Triggers refers to: Doors, Elevators, Gym mechanics, Safari Mechanics, Bug Contests, Environmental Animations and things like these.
Expected Date Of Completion: approx. 1 - 2 years.
Completion Of All Pokemon Variations.
Description: All Pokemon in Project: JULY will have 4 variations per regional appearance. This means if you catch a Caterpie in Kanto, you will have found one of four 'Kanto Caterpie' variations. This wouldn't supersede the possibility of you finding a Caterpie in Johto. If you did, than the 'Johto Caterpie' would itself have four variations, making the new total for this example eight possible Caterpie variations. The system used to separate variations is primarily determined by rarity, much like the Specie Rarity system (see Completed Goals: Revamped Encounter Lists), the Specie Variation Rarity system is based primarily on rarity to find in the wild. Below is a table to better understand how the system works:
Proper | Common Regional Native
Distinct | Rare Regional Native
Exotic | Very Rare Regional Native
Recherche* | Extremely Rare Regional Native
*Recherche may actually be changed from a Special Regional Variant to a Special Global Variant and make just one per species. If you are interested in this part of the project please feel free to comment.
The Regional Specie Variation system can basically be split into two groups. The Proper/Distinct group and the Exotic/Recherche group. The first group is the most common of the two, and will appear together on the National and Regional Pokedex's (See Completed Goals: Revamped National and Regional Pokedex for more information). If you can find a Proper version, than there is roughly a 1% of the sum chance-to-find % of the Proper to find the Distinct version. So if I am hunting for Pokemon and I notice that the Proper Kanto Pidgey is appearing at a rate of 50% in a certain area, than it's safe to bet that the chance-to-find % of getting the Distinct version is about 0.5%, or 1 in 200 (See Completed Goals: Revamped Encounter Lists for more information). This rule is not strict and in fact is rarely followed, but is a good guideline to follow when wondering how rare a given Pokemon is.
The second group Exotic/Recherche has a much different way to find them. Since they are the more rare types Exotic will appear seasonally, and be more difficult to get. Although not necessarily an extremely low chance-to-find %, the time of year and time of day may be very specific so as to make their occurrence rare anyways (e.g. an Exotic Kanto Caterpie may only be found in Late Summer months at Evening Time in Viridian Forest and still boast a 0.100% or 1 in 1000 chance to find rate). Other possibilities are that most Exotic and Recherche Pokemon can only be found in Safari Preserves.
Expected Date Of Completion: approx. 1 - 2 years.
Online Pokemon Trading.
Description: Eventually setting up an online trading system to allow Pokemon to be traded online between users of Project: JULY.
Expected Date Of Completion: approx. 1 - 2 years.
Short Term Goals (Goals that will be completed in less than 6 months)
Completion Of Kanto.
Description: Completing Kanto to stand alone as a viable RPG. This means that most encounter lists will be completed (likely summer and autumn, and perhaps winter), all gyms and all general triggers will be completed. This does not include storyline. Once this goal is satisfactory and finished work will begin to produce a small demonstration of said project.
Expected Date Of Completion: approx. Nov 1st.
Completion Of Common Kanto Pokemon Variations.
Description: Completing artwork of all common Kanto Pokemon. More detailed information on this below.
Expected Date Of Completion: approx. Jan 1st, 2011.
Completion Of Seasonal Kanto Encounter Lists.
Description: Completing all seasonal encounter lists. This will include: Winter,Spring,Summer,Autumn Morning/Day/Evening/Night for all land,sea,water,cave encounters.
Expected Date Of Completion: approx. Jan 1st, 2011.
Completed Goals (Goals that have been completed and are in game working)
Time Based Encounters.*
Description: Encounters based on time of day. Currently there are 5 different times for an encounter to belong to: Morning, Day, Evening, Early-Night and Late-Night. Pokemon can be assigned to any such encounter time. The table below will help define how these are calculated:
Morning | Sunrise to about half-past noon
Daytime | About half-past noon to about 5 or 6 o'clock, or when dusk begins to arrive (it differs depending on your location in the world and time of year you play)
Eveningtime | About 5 or 6 o'clock, or approximately dusk (when the sun is in it's last 15% of the days total sunlight) to sunset.
Early Night | Sunset to about an hour past midnight, or exactly half the sum hours of night.
Late Night | About an hour past midnight, or beginning at exactly half the sum hours of night to sunrise.
Seasonal Based Encounters.*
Description: Encounters based on time of year. There are currently 12 different seasonal variation times to calculate encounters: Early/Middle/Late Winter, Early/Middle/Late Spring, Early/Middle/Late Summer, Early/Middle/Late Autumn (Fall). Special thanks to CrazyNinjaGuy for writing the method used to calculate season. This encounter system works with the actual time of year. Here is a table describing how seasonal encounters are calculated:
December 21st - January = Early Winter
February = Middle Winter
March 1st - 20th = Late Winter
March 21st - April = Early Spring
May = Middle Spring
June 1st - 20th = Late Spring
June 21st - July = Early Summer
August = Middle Summer
September 1st - 20th = Late Summer
September 21st - October = Early Autumn
November = Middle Autumn
December 1st - 20th = Late Autumn
December 21st - January = Early Winter
*Seasonal and Time based encounters are currently working together, and in no way supersede one another. What this means is each seasonal based encounter will also have a variation depending on time of day. So if your hunting Pokemon in the Early Fall you still have to account for what time it is (is it morning? daytime? evening? early night? late night?). What this means is each encounter type (land/cave/water/fishing etc.) has 60 (12x5) different possible time based variations to consider.
Revamping Experience System
Description: The experience tables have been completely redone with new formulas for each growth type. Some growth types have been totally replaced, and some added.
Editor's Notes: One of the goals of this game is to make things more difficult and long-term. For those who are seasoned RPG gamers (myself included) and have played many other RPGs or MMORPGs you will know that 100 levels is a lot of levels to have. Many games, and game variations have a much more "realistic" view of the levels, with many MMORPGs having between 50-70 levels. Some games with less, like certain versions of NeverWinterNights having just 30 levels and the last 10 being very difficult to achieve. What was done for Project: JULY is make all experience into a bell-curve growth rate, and dramatically increased the amount of exp needed to get to level 100. The purpose of this was for long-term play, and through my own research it has become obvious that past level 60 your Pokemon rarely needs to be higher level to beat most trainers, let alone wild Pokemon. An alternative would have been to make the level cap higher, but realistically level 100 is already a high number, and I have decided to compress the level gain instead of raise the amount of levels. This will also balance the way Gyms function in this game when it is complete. In short the new level 100 is now level 50-60 depending on growth type. Here is a small table representing all the growth types completed in Project: JULY (You will notice that Erratic and Fluctuating have been removed):
Fastet 375,001 exp. needed for 50, * exp needed for 100
Faster 425,001 exp. needed for 50, * exp needed for 100
Fast 500,001 exp. needed for 50, * exp needed for 100
Medium 625,001 exp. needed for 50, * exp needed for 100
Parabolic 630,000 exp. needed for 50, *exp needed for 100
Slow 875,000 exp. needed for 50, *exp needed for 100
Slower 1,000,000 exp. needed for 50, *exp needed for 100
Slowest 1,192,500 exp. needed for 50, *exp needed for 100
*Max experience to be revealed post-beta testing
Revamping the encounter lists
Description: This goal was conceived to increase the default Pokemon Essentials encounter chance-to-find % and include many more possibilities. The default scripted by Poccil included 12 lines for Pokemon with each line directly related to the chance-to-find rate on a given map. Also, the default minimum chance-to-find % was 1%. So at best your rarest Pokemon was still 1 in 100 chances to find it. In the revamped system I have added 50 lines for Pokemon, with many lines (the latter 25 being less than 1%) including hard to find Pokemon. In the new system the lowest chance to find a Pokemon is 0.001%, or one in 100,000. Those chances are lower than finding a shiny (which is 1 in 8192 or 0.012207% for any Pokemon).
Editor's Notes: With the new chance-to-find system it may seem as though some Pokemon will be too difficult to find. The reality is that few Pokemon will use the 0.001% slot, with many Pokemon that are "Rare" and "Very Rare" being at 0.500% (or 1 in 200) or even 0.100% (1 in 1000). Pokemon that are candidates for being less than 0.100% rare are Mew, Legendaries and other Rare Pokemon Variations (see Long Term Goals: Completing All Pokemon Variations for more information). Here is a list of the general Rarity Types defined in Project: JULY:
1: Common | (2.000%-100.000%) (Actual Est. Average: 10%-50%)
2: Uncommon | (0.200%-1.000%) (Actual Est. Average: 0.5% - 1%)
3: Rare | (0.100%-0.199%) (Actual Est. Average: 0.1%)
4: Mirus* | (0.010%-0.099% (Actual Est. Average: 0.01%-0.05%)
5: Numinous | (Unfindable-<.009%) (Actual Est. Average 0.001%-0.005% or Quest Related)
6: Exiguous Numinous | (Unfindable) (Actual Application: Tournament Prize, Special Give-aways)
*Mirus is latin for extraordinary.
Revamping Pokemon Lists for Pokemon Variations
Description: All Pokemon lists have been redone to include a new Pokemon Variation system. In Project: JULY there will be 4 variations of each Pokemon type per region (See Long Term Goals for more information). Since the completion of this goal it was thought needed to redo all of the Pokemon Numbers and the way they are called in scripts to allow for such a large new variety of Pokemon (See Revamping Pokedex for more information). In the default script that Poccil wrote each Pokemon had an internal name to be used in connection with all of it's statistics, abilities, evolutions etc. With the inclusion of variations this has been redone to allow each Pokemon Specie Variation to have their own unique set of statistics, moves, level they learn moves, evolutions, when they evolve, how fast they level and many other things. The foundation has been completed for work to be done on individual variations.
Editor's Notes: Since the completion of this important part of my project it has come to my attention that it will be nearly impossible for me to keep this project on any sort of timely schedule and make artistic variations to every Pokemon. Since that is the case I would like to open up this part of my project to the public. Please go here to view the job description and view it's specifications. If you like to recolor Pokemon you are encouraged to submit work if your interested in doing so, or if you have any recolors finished and would like them to appear in Project: JULY you can submit the work to Seven Dragons. The table below is related to the job position and generally describes what kind of recolors we are looking for for each Specie Variation.
Proper:
Regional Native:
Basic color change to body (e.g. Kanto Bulbasaur has a greenish hue, while Johto Bulbasaur is more of a blue hue)
Distinct:
Regional Native Variant:
Small but noticeable variation to body peculiarities (Bulbasaur spots. Pokemon stripes, eyes, claws, ear shape, clothes, feathers, even slightly different color hue like a brighter yellow instead of the default yellow for Proper etc.)
Exotic:
Regional Special Variant:
Noticable difference in something important about the Pokemon, while trying to keep the same regional theme (if at all possible)
Recherche:
Regional Rare Special Variant:
Radically different and special looking. Very appealing and special look. Noticably beautiful. (But not necessarily over-the-top. Perhaps a "golden Pokemon" would be acceptable for some. Just needs to be noticeably special and abnormal.)
Revamping National and Regional Pokedex
Description: Complete a functioning Regional Pokedex. Also, the numbers have been revamped to include the Specie Variations part of the project. What this means is after each Pokedex Entry for Proper Pokemon (see Long Term Goals for more information) there will be an entry for the Distinct Variation before the next specie gets an entry. Bulbasaur will be leading the Pokedex again with entry 1, but now Charmander has entry 7 instead of 4, and Squirtal entry 13 instead of 7. This is because Proper Kanto Bulbasaur will have entry 1, while Dinstinct Kanto Bulbasaur will get entry 4. The same formula will apply to all Pokemon throughout the Pokedex. All Exotic and Recherche entries will be in Pokedex after all the main Species have made a Proper and Distinct appearance. This was done to prevent long gaps in the Pokedex since Exotic and Recherche (especially the latter) will be extremely rare with all but the Common Species, and will leave many vacant entries on all but the most industrious Pokemon Collectors. Also the new National and Regional Pokedex number system will account for all possible evolutions for each Pokemon and number them accordingly. This means that Pichu (No. 49) will be numbered just before Pikachu (No. 50). Each region that a Pokemon appears in will have all of it's possible evolutions included in that region, even if that evolution doesn't appear in the Wild. The reason for this is simple: If you catch a Kanto Specie and evolve it, it doesn't very well become a Johto Specie does it? and if it has children, it will not change regional affiliation.
Mapping Kanto Region.
Description: Completing the mapping process for all of Kanto. When complete, there is no longer any need to map rooms, overworlds, or rip certain tiles from any game. Everything is ready to be used and applied properly.
General Project Announcements:
Just Seven Talking:
Kanto mapping is nearly complete with just a few rooms I am putting off until I get the proper tiles or time to do the triggers. As of this writing the only things left are Silver Cave F2, F3 and 2 Interior Cave-Rooms (waiting to find some nice "silver" tiles I will use later. Also Inigo Plateu interiors are not done because I know they will be trigger heavy and will do them when I finish all of the Gyms in Kanto. Another thing that needs to be done is the Safari, and it's not because it's too time consuming. I want to do something different and special with the Safaris in my project, so I will put them off until it's time to tackle that entire feature at once instead of just the maps.
I am working on placing Pokemon on the routes right now, which I actually would like some help and input with. Since there are so many time/seasonal variables I am just doing kind of a 'blanket' system and then make more and more tweaks to it once I figure out how I want the seasons and times to play into the game. One idea I have is actually mapping out some kind of migration system for most of the species so they appear properly at different times of the year. For instance, Caterpie doesn't appear in the winter at all, and makes it's first appearance Late Spring at low levels. It's found in greater numbers during the Day-Time. It's level increases and it's last evolution continues to grow in numbers in the coming months until Early Autumn when it dissapears until next Spring, while Weedle makes it's appearance from Early Autumn to Early Winter.
That is just one Pokemon, and you can see how one person might get overwhelmed with thinking about this sort of thing with every Pokemon. Needlesss to say it's a lot of fun and this feature will not be taken out, but it may be some time before it's full potential is realized.
About Beta Testing:
Ok I know I mentioned somewhere on this thread about a Beta-Test. I want to do one, but in reality it's really an "Alpha-Test". I would like to finish more things and get a demo out in the next few months to stir enough interest in this project to get some more help with it before anything official. If you are interested in Alpha Testing please get a hold of me with your Instant Messenger contact so we can talk in person before I give out any more Beta/Alpha-Copys of my project.
Thanks Everyone!
-Jake
EDIT: 09092010
New first post! I will try to put the updates of the project goals and give a better overview of the goals of this project on this post.
The name of this project is still pending right now, so I will call it JULY since that is when I started making it.
Also please note this project is being developed using RPG Maker XP and Poccil's Pokemon Essentials Kit.
The current goals of this project are as follows:
Long Term Goals (End-Products that will not be realized for 6 months to 1 year, or upon project completion):
Completion Of All Four Regions.
Description: This means that all four regions need completion. Including: Gyms, Encounter Lists, Maps, General NPCs*, General Triggers**.
*General NPCs refers to PokeCenter or PokeMart NPCs, or other filler type NPCs. Not storyline related.
**General Triggers refers to: Doors, Elevators, Gym mechanics, Safari Mechanics, Bug Contests, Environmental Animations and things like these.
Expected Date Of Completion: approx. 1 - 2 years.
Completion Of All Pokemon Variations.
Description: All Pokemon in Project: JULY will have 4 variations per regional appearance. This means if you catch a Caterpie in Kanto, you will have found one of four 'Kanto Caterpie' variations. This wouldn't supersede the possibility of you finding a Caterpie in Johto. If you did, than the 'Johto Caterpie' would itself have four variations, making the new total for this example eight possible Caterpie variations. The system used to separate variations is primarily determined by rarity, much like the Specie Rarity system (see Completed Goals: Revamped Encounter Lists), the Specie Variation Rarity system is based primarily on rarity to find in the wild. Below is a table to better understand how the system works:
Spoiler:
Proper | Common Regional Native
Distinct | Rare Regional Native
Exotic | Very Rare Regional Native
Recherche* | Extremely Rare Regional Native
*Recherche may actually be changed from a Special Regional Variant to a Special Global Variant and make just one per species. If you are interested in this part of the project please feel free to comment.
The Regional Specie Variation system can basically be split into two groups. The Proper/Distinct group and the Exotic/Recherche group. The first group is the most common of the two, and will appear together on the National and Regional Pokedex's (See Completed Goals: Revamped National and Regional Pokedex for more information). If you can find a Proper version, than there is roughly a 1% of the sum chance-to-find % of the Proper to find the Distinct version. So if I am hunting for Pokemon and I notice that the Proper Kanto Pidgey is appearing at a rate of 50% in a certain area, than it's safe to bet that the chance-to-find % of getting the Distinct version is about 0.5%, or 1 in 200 (See Completed Goals: Revamped Encounter Lists for more information). This rule is not strict and in fact is rarely followed, but is a good guideline to follow when wondering how rare a given Pokemon is.
The second group Exotic/Recherche has a much different way to find them. Since they are the more rare types Exotic will appear seasonally, and be more difficult to get. Although not necessarily an extremely low chance-to-find %, the time of year and time of day may be very specific so as to make their occurrence rare anyways (e.g. an Exotic Kanto Caterpie may only be found in Late Summer months at Evening Time in Viridian Forest and still boast a 0.100% or 1 in 1000 chance to find rate). Other possibilities are that most Exotic and Recherche Pokemon can only be found in Safari Preserves.
Expected Date Of Completion: approx. 1 - 2 years.
Online Pokemon Trading.
Description: Eventually setting up an online trading system to allow Pokemon to be traded online between users of Project: JULY.
Expected Date Of Completion: approx. 1 - 2 years.
Short Term Goals (Goals that will be completed in less than 6 months)
Completion Of Kanto.
Description: Completing Kanto to stand alone as a viable RPG. This means that most encounter lists will be completed (likely summer and autumn, and perhaps winter), all gyms and all general triggers will be completed. This does not include storyline. Once this goal is satisfactory and finished work will begin to produce a small demonstration of said project.
Expected Date Of Completion: approx. Nov 1st.
Completion Of Common Kanto Pokemon Variations.
Description: Completing artwork of all common Kanto Pokemon. More detailed information on this below.
Expected Date Of Completion: approx. Jan 1st, 2011.
Completion Of Seasonal Kanto Encounter Lists.
Description: Completing all seasonal encounter lists. This will include: Winter,Spring,Summer,Autumn Morning/Day/Evening/Night for all land,sea,water,cave encounters.
Expected Date Of Completion: approx. Jan 1st, 2011.
Completed Goals (Goals that have been completed and are in game working)
Time Based Encounters.*
Description: Encounters based on time of day. Currently there are 5 different times for an encounter to belong to: Morning, Day, Evening, Early-Night and Late-Night. Pokemon can be assigned to any such encounter time. The table below will help define how these are calculated:
Spoiler:
Morning | Sunrise to about half-past noon
Daytime | About half-past noon to about 5 or 6 o'clock, or when dusk begins to arrive (it differs depending on your location in the world and time of year you play)
Eveningtime | About 5 or 6 o'clock, or approximately dusk (when the sun is in it's last 15% of the days total sunlight) to sunset.
Early Night | Sunset to about an hour past midnight, or exactly half the sum hours of night.
Late Night | About an hour past midnight, or beginning at exactly half the sum hours of night to sunrise.
Seasonal Based Encounters.*
Description: Encounters based on time of year. There are currently 12 different seasonal variation times to calculate encounters: Early/Middle/Late Winter, Early/Middle/Late Spring, Early/Middle/Late Summer, Early/Middle/Late Autumn (Fall). Special thanks to CrazyNinjaGuy for writing the method used to calculate season. This encounter system works with the actual time of year. Here is a table describing how seasonal encounters are calculated:
Spoiler:
December 21st - January = Early Winter
February = Middle Winter
March 1st - 20th = Late Winter
March 21st - April = Early Spring
May = Middle Spring
June 1st - 20th = Late Spring
June 21st - July = Early Summer
August = Middle Summer
September 1st - 20th = Late Summer
September 21st - October = Early Autumn
November = Middle Autumn
December 1st - 20th = Late Autumn
December 21st - January = Early Winter
*Seasonal and Time based encounters are currently working together, and in no way supersede one another. What this means is each seasonal based encounter will also have a variation depending on time of day. So if your hunting Pokemon in the Early Fall you still have to account for what time it is (is it morning? daytime? evening? early night? late night?). What this means is each encounter type (land/cave/water/fishing etc.) has 60 (12x5) different possible time based variations to consider.
Revamping Experience System
Description: The experience tables have been completely redone with new formulas for each growth type. Some growth types have been totally replaced, and some added.
Editor's Notes: One of the goals of this game is to make things more difficult and long-term. For those who are seasoned RPG gamers (myself included) and have played many other RPGs or MMORPGs you will know that 100 levels is a lot of levels to have. Many games, and game variations have a much more "realistic" view of the levels, with many MMORPGs having between 50-70 levels. Some games with less, like certain versions of NeverWinterNights having just 30 levels and the last 10 being very difficult to achieve. What was done for Project: JULY is make all experience into a bell-curve growth rate, and dramatically increased the amount of exp needed to get to level 100. The purpose of this was for long-term play, and through my own research it has become obvious that past level 60 your Pokemon rarely needs to be higher level to beat most trainers, let alone wild Pokemon. An alternative would have been to make the level cap higher, but realistically level 100 is already a high number, and I have decided to compress the level gain instead of raise the amount of levels. This will also balance the way Gyms function in this game when it is complete. In short the new level 100 is now level 50-60 depending on growth type. Here is a small table representing all the growth types completed in Project: JULY (You will notice that Erratic and Fluctuating have been removed):
Spoiler:
Fastet 375,001 exp. needed for 50, * exp needed for 100
Faster 425,001 exp. needed for 50, * exp needed for 100
Fast 500,001 exp. needed for 50, * exp needed for 100
Medium 625,001 exp. needed for 50, * exp needed for 100
Parabolic 630,000 exp. needed for 50, *exp needed for 100
Slow 875,000 exp. needed for 50, *exp needed for 100
Slower 1,000,000 exp. needed for 50, *exp needed for 100
Slowest 1,192,500 exp. needed for 50, *exp needed for 100
*Max experience to be revealed post-beta testing
Revamping the encounter lists
Description: This goal was conceived to increase the default Pokemon Essentials encounter chance-to-find % and include many more possibilities. The default scripted by Poccil included 12 lines for Pokemon with each line directly related to the chance-to-find rate on a given map. Also, the default minimum chance-to-find % was 1%. So at best your rarest Pokemon was still 1 in 100 chances to find it. In the revamped system I have added 50 lines for Pokemon, with many lines (the latter 25 being less than 1%) including hard to find Pokemon. In the new system the lowest chance to find a Pokemon is 0.001%, or one in 100,000. Those chances are lower than finding a shiny (which is 1 in 8192 or 0.012207% for any Pokemon).
Editor's Notes: With the new chance-to-find system it may seem as though some Pokemon will be too difficult to find. The reality is that few Pokemon will use the 0.001% slot, with many Pokemon that are "Rare" and "Very Rare" being at 0.500% (or 1 in 200) or even 0.100% (1 in 1000). Pokemon that are candidates for being less than 0.100% rare are Mew, Legendaries and other Rare Pokemon Variations (see Long Term Goals: Completing All Pokemon Variations for more information). Here is a list of the general Rarity Types defined in Project: JULY:
Spoiler:
1: Common | (2.000%-100.000%) (Actual Est. Average: 10%-50%)
2: Uncommon | (0.200%-1.000%) (Actual Est. Average: 0.5% - 1%)
3: Rare | (0.100%-0.199%) (Actual Est. Average: 0.1%)
4: Mirus* | (0.010%-0.099% (Actual Est. Average: 0.01%-0.05%)
5: Numinous | (Unfindable-<.009%) (Actual Est. Average 0.001%-0.005% or Quest Related)
6: Exiguous Numinous | (Unfindable) (Actual Application: Tournament Prize, Special Give-aways)
*Mirus is latin for extraordinary.
Revamping Pokemon Lists for Pokemon Variations
Description: All Pokemon lists have been redone to include a new Pokemon Variation system. In Project: JULY there will be 4 variations of each Pokemon type per region (See Long Term Goals for more information). Since the completion of this goal it was thought needed to redo all of the Pokemon Numbers and the way they are called in scripts to allow for such a large new variety of Pokemon (See Revamping Pokedex for more information). In the default script that Poccil wrote each Pokemon had an internal name to be used in connection with all of it's statistics, abilities, evolutions etc. With the inclusion of variations this has been redone to allow each Pokemon Specie Variation to have their own unique set of statistics, moves, level they learn moves, evolutions, when they evolve, how fast they level and many other things. The foundation has been completed for work to be done on individual variations.
Editor's Notes: Since the completion of this important part of my project it has come to my attention that it will be nearly impossible for me to keep this project on any sort of timely schedule and make artistic variations to every Pokemon. Since that is the case I would like to open up this part of my project to the public. Please go here to view the job description and view it's specifications. If you like to recolor Pokemon you are encouraged to submit work if your interested in doing so, or if you have any recolors finished and would like them to appear in Project: JULY you can submit the work to Seven Dragons. The table below is related to the job position and generally describes what kind of recolors we are looking for for each Specie Variation.
Spoiler:
Proper:
Regional Native:
Basic color change to body (e.g. Kanto Bulbasaur has a greenish hue, while Johto Bulbasaur is more of a blue hue)
Distinct:
Regional Native Variant:
Small but noticeable variation to body peculiarities (Bulbasaur spots. Pokemon stripes, eyes, claws, ear shape, clothes, feathers, even slightly different color hue like a brighter yellow instead of the default yellow for Proper etc.)
Exotic:
Regional Special Variant:
Noticable difference in something important about the Pokemon, while trying to keep the same regional theme (if at all possible)
Recherche:
Regional Rare Special Variant:
Radically different and special looking. Very appealing and special look. Noticably beautiful. (But not necessarily over-the-top. Perhaps a "golden Pokemon" would be acceptable for some. Just needs to be noticeably special and abnormal.)
Revamping National and Regional Pokedex
Description: Complete a functioning Regional Pokedex. Also, the numbers have been revamped to include the Specie Variations part of the project. What this means is after each Pokedex Entry for Proper Pokemon (see Long Term Goals for more information) there will be an entry for the Distinct Variation before the next specie gets an entry. Bulbasaur will be leading the Pokedex again with entry 1, but now Charmander has entry 7 instead of 4, and Squirtal entry 13 instead of 7. This is because Proper Kanto Bulbasaur will have entry 1, while Dinstinct Kanto Bulbasaur will get entry 4. The same formula will apply to all Pokemon throughout the Pokedex. All Exotic and Recherche entries will be in Pokedex after all the main Species have made a Proper and Distinct appearance. This was done to prevent long gaps in the Pokedex since Exotic and Recherche (especially the latter) will be extremely rare with all but the Common Species, and will leave many vacant entries on all but the most industrious Pokemon Collectors. Also the new National and Regional Pokedex number system will account for all possible evolutions for each Pokemon and number them accordingly. This means that Pichu (No. 49) will be numbered just before Pikachu (No. 50). Each region that a Pokemon appears in will have all of it's possible evolutions included in that region, even if that evolution doesn't appear in the Wild. The reason for this is simple: If you catch a Kanto Specie and evolve it, it doesn't very well become a Johto Specie does it? and if it has children, it will not change regional affiliation.
Mapping Kanto Region.
Description: Completing the mapping process for all of Kanto. When complete, there is no longer any need to map rooms, overworlds, or rip certain tiles from any game. Everything is ready to be used and applied properly.
General Project Announcements:
Just Seven Talking:
Kanto mapping is nearly complete with just a few rooms I am putting off until I get the proper tiles or time to do the triggers. As of this writing the only things left are Silver Cave F2, F3 and 2 Interior Cave-Rooms (waiting to find some nice "silver" tiles I will use later. Also Inigo Plateu interiors are not done because I know they will be trigger heavy and will do them when I finish all of the Gyms in Kanto. Another thing that needs to be done is the Safari, and it's not because it's too time consuming. I want to do something different and special with the Safaris in my project, so I will put them off until it's time to tackle that entire feature at once instead of just the maps.
I am working on placing Pokemon on the routes right now, which I actually would like some help and input with. Since there are so many time/seasonal variables I am just doing kind of a 'blanket' system and then make more and more tweaks to it once I figure out how I want the seasons and times to play into the game. One idea I have is actually mapping out some kind of migration system for most of the species so they appear properly at different times of the year. For instance, Caterpie doesn't appear in the winter at all, and makes it's first appearance Late Spring at low levels. It's found in greater numbers during the Day-Time. It's level increases and it's last evolution continues to grow in numbers in the coming months until Early Autumn when it dissapears until next Spring, while Weedle makes it's appearance from Early Autumn to Early Winter.
That is just one Pokemon, and you can see how one person might get overwhelmed with thinking about this sort of thing with every Pokemon. Needlesss to say it's a lot of fun and this feature will not be taken out, but it may be some time before it's full potential is realized.
About Beta Testing:
Ok I know I mentioned somewhere on this thread about a Beta-Test. I want to do one, but in reality it's really an "Alpha-Test". I would like to finish more things and get a demo out in the next few months to stir enough interest in this project to get some more help with it before anything official. If you are interested in Alpha Testing please get a hold of me with your Instant Messenger contact so we can talk in person before I give out any more Beta/Alpha-Copys of my project.
Thanks Everyone!
-Jake
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