Adrevi
Clueless.
- 8
- Posts
- 8
- Years
- Seen Jul 18, 2022
Water isn't really a big deal in the hack because there's no random encounters, instead you traverse water in a Sevii Islands-style boat between a few key harbor cities for the majority of the game. If you do some side quests, you can get your own boat, but still there's no random encounters in the big ocean. The side quests and story very much don't rely on you needing to go across the water much, so I don't think it'll be an annoying part of the game.
I definitely considered a system like that for battling, but I decided against it. Instead I have 2-3 trainer battles for each trainer planned, and then those basic battles are modified to more closely match the player's level when they battle them. For example, let's say I have a basic fisherman. He has two hard-coded teams: One with a Magikarp, and one with a Gyrados. Then in the fisherman's script, I have general level ranges that decide which of those battles it chooses from. So if your team is a level 10 team, you're gonna fight his Magikarp, if you're level 50, his Gyrados. Then, once the battle actually starts and he sends out his Pokemon, it will dynamically choose the level of that Pokemon using the player's team's level as reference.
Oh, wow, that's a pretty clever system, but I am worried. It does feel like it could be somewhat shallow in some regards. And couldn't you cheese such a system by carrying around extremely weak Pokemon? (Which I almost always do, be it HM slaves or just grind-training?)