aGoodCabinet
Im new. Please don't kill me
- 7
- Posts
- 6
- Years
- Philippines
- Seen Nov 11, 2023
Okay so i wanna make a PMD fangame. Here are some somewhat unique aspects and mechanics of the game that I want to implement. Was hoping if someone can tell me if these mechanics can be coded/programmed/scripted:
1. No recruitment. Acquiring new Pokemon is done through quests, either main or side ones.
2. Pokemon cannot learn moves. Each playable Pokemon already has a set of 4 moves and 1 ability.
3. It is still turn-based but i want that thing in Arceus where it shows who goes next and/or last in a battle.
4. Some moves and abilities are made to be different from the original for more interesting gameplay (ex. Shadow Ball is projected in a path of 6-tile distance and 3-tile width, dealing damage to all enemies on the path). Moves that damage allies or lowers the users stats no longer do that unless stated otherwise.
5. Some Pokemon have their damage scaled from one of their stats (eg. Crustle's damage scales with his Defense stat)
6. Some moves have extra effects such as additional lowering of stats or statuses
7. I have came up with more statuses like the following:
- Levitated or Lifted; Pokemon is lifted into the air, unable to perform any action or receive damage for 1 turn. Pokemon then falls back down, dealt 30% of their Missing HP in True
Damage
- Hastened; Pokemon can do actions twice for a certain duration
- Blinded; Pokemon have their Accuracy halved for a certain duration
- Exposed; Pokemon are 30% more likely to take a Crit Hit
- Shielded; Pokemon has a shield with its own HP for a certain duration
8. Some Pokemon can also "mark" targets hit, giving them either a debuff or an effect when allies hit a "marked" target
9. Some Pokemon can also create structures that lasts for a certain duration and do something (eg, a turret placed on a single tile that deals AoE damage within a 5x5 tile area around it every turn for 5 turns). Sometimes these structures block movement, taunt enemies, or be destroyed.
10. I created something called Leader Passives where if a playable Pokemon is at the front of the party, their Leader Passive is activated to give benefits during a dungeon run
11. Playable Pokemon have what i call a Super Move, that is basically a very strong attack that requires the Super Energy Bar to be filled. Super Energy comes from using moves and killing enemies
12. Enemies are harder to kill, and there are bosses that have phases, high HP, and very strong and sometimes telegraphed attacks.
1. No recruitment. Acquiring new Pokemon is done through quests, either main or side ones.
2. Pokemon cannot learn moves. Each playable Pokemon already has a set of 4 moves and 1 ability.
3. It is still turn-based but i want that thing in Arceus where it shows who goes next and/or last in a battle.
4. Some moves and abilities are made to be different from the original for more interesting gameplay (ex. Shadow Ball is projected in a path of 6-tile distance and 3-tile width, dealing damage to all enemies on the path). Moves that damage allies or lowers the users stats no longer do that unless stated otherwise.
5. Some Pokemon have their damage scaled from one of their stats (eg. Crustle's damage scales with his Defense stat)
6. Some moves have extra effects such as additional lowering of stats or statuses
7. I have came up with more statuses like the following:
- Levitated or Lifted; Pokemon is lifted into the air, unable to perform any action or receive damage for 1 turn. Pokemon then falls back down, dealt 30% of their Missing HP in True
Damage
- Hastened; Pokemon can do actions twice for a certain duration
- Blinded; Pokemon have their Accuracy halved for a certain duration
- Exposed; Pokemon are 30% more likely to take a Crit Hit
- Shielded; Pokemon has a shield with its own HP for a certain duration
8. Some Pokemon can also "mark" targets hit, giving them either a debuff or an effect when allies hit a "marked" target
9. Some Pokemon can also create structures that lasts for a certain duration and do something (eg, a turret placed on a single tile that deals AoE damage within a 5x5 tile area around it every turn for 5 turns). Sometimes these structures block movement, taunt enemies, or be destroyed.
10. I created something called Leader Passives where if a playable Pokemon is at the front of the party, their Leader Passive is activated to give benefits during a dungeon run
11. Playable Pokemon have what i call a Super Move, that is basically a very strong attack that requires the Super Energy Bar to be filled. Super Energy comes from using moves and killing enemies
12. Enemies are harder to kill, and there are bosses that have phases, high HP, and very strong and sometimes telegraphed attacks.