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- Seen Jul 20, 2024
My problem is that I don't have a clear idea of the creatures (beyond a few that are country themed) and the moves they should be able to have. Any ideas welcome.
The idea of the game called Wild Creatures is that are the Wild Creatures and there is a this spark that enters animals and things and gives them life if need be and power and they have specialities. They have one specialty to start with. Standard sorts of specialities such Aqueous, Electromagnetic, Ice, Flying, Air, Plant, Psychic, Ghost Ground and Rock. It mostly doesn't have simple vulnerabilities rather some types have active defences against other types.
As far as moves, I going for logical sort of names with effects.
If you are a good person, then you are Wild Creature Trainer and take them. Wild Creatures don't do well in wild- they don't know how to use their power to battle. The hard part is training them in a way that matches their personality and then using them effectively in battle (note you can seriously hurt them and healing always costs money).
Battling is more complicated than in Pokemon as it is real time and there is a communication time where only one Trainer can communicate to their Wild Creatures (defenders get the first chance but attackers get to choose their , immediately after is a prep time and then an action time (the other Trainer can't communicate then) and then the other Trainer definitely get a chance to have a turn.
#Specialities are Aqueous Aq,EM E,FireF,FlyingFl,AirA ,RockR,GroundG,PlantP,RegAttackR,
Type Name Dist Normal/epic Communication Time Prep Time Action Time Accuracy Damage Will Damage Side Effect Exclusion
EM Spark Close N 300 300 300 100 1 -5 Accur Lev/Fly
Arc Close N 500 300 300 80 3 -5 Accur Lev/Fly
Thunder Far N 800 100 -1
Thundershock N 100 -5 -10 Accur
Rolling Thunder E
Sheet Lighting N Fly
Ball Lightning N
Lightning Storm E
MagnetShock N -20 (Steel and Psychic)
Lightning bolt N 10
Lightning N 30
Fire Spark Close N 300 300 300 100 1 -5 Accur Lev/Fly
Flash Close N 300 300 300 80 3 Lev/Fly
Bonfire N 500 500 300 Fly
Fire blast Far N
Flamethrower Close N
Firestorm Far E
Ember Close N Can burn 10% in all turns
Pyroblast E
Aq Chemical bubbles 2
Water jet 5
HP Jet 10
Tsunami E 50
Tidal wave E 30
Fly Launch C/F
Strike
Reg Peck Close N 300 Lev/Fly
Scratch Close N 300 Lev/Fly
Slap Close N 300 Lev/Fly
Kick Close N 400 Lev/Fly
Karate Chop Close N 600 Lev/Fly
Flying kick Close N 900 Fly
Air Breeze
Wind
Whirlwind
Tornado
Rock Rwall
Rarmour
Rthrow
Rockslide
Ground Dig
Tunnel
Tremour
Penetrate Ground
Uncontrolled Earthquake
The Big One
The idea of the game called Wild Creatures is that are the Wild Creatures and there is a this spark that enters animals and things and gives them life if need be and power and they have specialities. They have one specialty to start with. Standard sorts of specialities such Aqueous, Electromagnetic, Ice, Flying, Air, Plant, Psychic, Ghost Ground and Rock. It mostly doesn't have simple vulnerabilities rather some types have active defences against other types.
As far as moves, I going for logical sort of names with effects.
If you are a good person, then you are Wild Creature Trainer and take them. Wild Creatures don't do well in wild- they don't know how to use their power to battle. The hard part is training them in a way that matches their personality and then using them effectively in battle (note you can seriously hurt them and healing always costs money).
Battling is more complicated than in Pokemon as it is real time and there is a communication time where only one Trainer can communicate to their Wild Creatures (defenders get the first chance but attackers get to choose their , immediately after is a prep time and then an action time (the other Trainer can't communicate then) and then the other Trainer definitely get a chance to have a turn.
#Specialities are Aqueous Aq,EM E,FireF,FlyingFl,AirA ,RockR,GroundG,PlantP,RegAttackR,
Type Name Dist Normal/epic Communication Time Prep Time Action Time Accuracy Damage Will Damage Side Effect Exclusion
EM Spark Close N 300 300 300 100 1 -5 Accur Lev/Fly
Arc Close N 500 300 300 80 3 -5 Accur Lev/Fly
Thunder Far N 800 100 -1
Thundershock N 100 -5 -10 Accur
Rolling Thunder E
Sheet Lighting N Fly
Ball Lightning N
Lightning Storm E
MagnetShock N -20 (Steel and Psychic)
Lightning bolt N 10
Lightning N 30
Fire Spark Close N 300 300 300 100 1 -5 Accur Lev/Fly
Flash Close N 300 300 300 80 3 Lev/Fly
Bonfire N 500 500 300 Fly
Fire blast Far N
Flamethrower Close N
Firestorm Far E
Ember Close N Can burn 10% in all turns
Pyroblast E
Aq Chemical bubbles 2
Water jet 5
HP Jet 10
Tsunami E 50
Tidal wave E 30
Fly Launch C/F
Strike
Reg Peck Close N 300 Lev/Fly
Scratch Close N 300 Lev/Fly
Slap Close N 300 Lev/Fly
Kick Close N 400 Lev/Fly
Karate Chop Close N 600 Lev/Fly
Flying kick Close N 900 Fly
Air Breeze
Wind
Whirlwind
Tornado
Rock Rwall
Rarmour
Rthrow
Rockslide
Ground Dig
Tunnel
Tremour
Penetrate Ground
Uncontrolled Earthquake
The Big One