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In a Pokemon game, or any similar game, what is the best way to go in order to have balanced pokemon, fakemon or other creatures of choice in your game? I'm not just talking about the aspect of getting correct levels for opponent for a playthrough. I'm talking about having all the creatures (or as many as possible) balanced so that every one is revelant for player vs player battles. In other words I'm wondering how to have pool of 50 or 100 or 150 or more creatures where as few as possible of the creatures are non-viable choices for team - and vice versa, not too many over powered creatures.
I know that there should be slight unbalance and the familiar rock-paper-scissors thing going on in order to create interesting meta game where players discover few better than average strategies. And then later other players find strategies to counter those better than average strategies and so on. But how to design the system, creatures with all the stats and abilities and preferably the moves also in the best way?
I'm just now making a pokemon inspired turn based battling game so I was wondering solutions to this topic. My way of going about it is to create a spreadsheet with all the creatures (or robots in the case of my game) with their stats and have them numerically balanced. Then I would test them in action and if something proved too weak or too strong I would adjust the stats accordingly. This takes lot of time and testing so I wondered if there are shortcuts, or tips from others to use and maybe some pitfalls to avoid in the process.
I know this is not relevant if one is making pokemon game with only official creatures and moves, but for games with lots of or only fakemon this could be an issue or if you're like me making game from scratch it definately is.
So... any tips, experiences, ideas, pitfalls to share regarding this process?
I know that there should be slight unbalance and the familiar rock-paper-scissors thing going on in order to create interesting meta game where players discover few better than average strategies. And then later other players find strategies to counter those better than average strategies and so on. But how to design the system, creatures with all the stats and abilities and preferably the moves also in the best way?
I'm just now making a pokemon inspired turn based battling game so I was wondering solutions to this topic. My way of going about it is to create a spreadsheet with all the creatures (or robots in the case of my game) with their stats and have them numerically balanced. Then I would test them in action and if something proved too weak or too strong I would adjust the stats accordingly. This takes lot of time and testing so I wondered if there are shortcuts, or tips from others to use and maybe some pitfalls to avoid in the process.
I know this is not relevant if one is making pokemon game with only official creatures and moves, but for games with lots of or only fakemon this could be an issue or if you're like me making game from scratch it definately is.
So... any tips, experiences, ideas, pitfalls to share regarding this process?
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