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- Seen Mar 26, 2013
So I've been sitting on this idea for a long while, only now has it actually come this far.
It started about four years ago. I was coding this silly little "Pokemon Breeder" application. All it basically did was be a Tiny Chao Garden (Sonic Advance series) clone but themed to Pokemon. The sprites used were from the Mystery Dungeon series that came out somewhat recently. I got it nearly completely working in about six days; basic pokemon movement, pokemon moods, pokemon stat calculation, berries, raising stats with them, even going down to details like having a shop to buy berries from, having a console list to tell you what's happened and saving and loading your game. I improved on the interactivity further by including a format where you could add your own pokemon by having a folder full of sprites to use and a text file defining several key features of that pokemon. You could basically raise ANYTHING you wanted. The only thing left to do was add in minigames of some sort so that you had the ability to accumulate money to buy berries with and therefore, advance in the game like that. After that, I would've been satisfied with the project.
For some reason, it stopped there. I abandoned it. The source sat on my computer for the following four years.
Fast forward to today. I'm getting back into Pokemon again. Heart Gold has usurped my time, Mystery Dungeon 2 still continues to interest me, and my friends are into the craze all over again, including one friend who is currently hacking Emerald. He's been having a bit of a time with it however. Wanting to get more involved like he was though, I decided to look through my sources. Lo and behold, I find the Pokemon Breeder app, and decide to finish it.
I realized that the game had no central goal; why were you raising your pokemon? Why were you mindlessly feeding them berries? Just so you could win minigames and therefore, buy more berries? The mood system I implemented was simplistic at best and the strong lack of sprites to fit more moods was disheartening. By this time, I had previously programming some a lot in Java, familiarizing myself with it by coding new stuff and such into Shoddy Battle. I had become very, very intimate with the mechanics of Pokemon. So I thought, why not? Let's give the breeder something familiar; the ability to battle with your bred pokemon.
Instead of going out and walking 5000 some steps to hatch an egg that likely won't contain the pokemon you want, or battling the same wild pokemon a hundred times for the particular EVs, what if you could do all this by just feeding them berries, playing games with them and generally entertaining both yourself and your pokemon? This struck me as a novel idea, actually interacting with your pokemon as it grows and becoming to them like an actual friend as opposed to just a trainer, something like the true vision that the main games have you aspire. I can't help but think that this has been tried before though.
Either way, I set out to implement a basic battling system. It worked...marvelously, at that. The way it calculated stats, damage, variables...I felt like I was playing the real thing. I got into a bit of an ambitious train of thoughts at this point. I wanted to keep it going. I realized that with the right set up, I could create my own pokemon game, mimicking the main games down to the finest detail. But no, more then that...I wanted to go even further.
I remembered back to my friend who was hacking Emerald. Working around the constraints of limited space, confusing pointers, incomplete script syntax that was hard to work with. Why couldn't it be simpler? Why couldn't you use a simple, easy to write script for NPCs? Why couldn't you have more then 400+ pokemon? Why couldn't you have new moves with effects that aren't already in the game? It dawned upon me that this is all possible...that is, if I were to advance on my current position anyways.
I'm opening this thread up on discussion for a Pokemon Game Creation Utility; basically an application that allows you to create a Pokemon game from scratch, mimicking all the details of the main games without having to work around hacking ROMs and so forth. It's doable, in fact, I have basic formats written down in my head already. Already being highly familiar with the mechanics of Pokemon helps too. If I ever do in fact complete it, I'll even challenge myself by fully recreating Fire Red in it. Of course, I'll have to dodge angry Cease & Desist letters first...
The discussion is on what could go into this kind of utility, what kind of formats it would use, and whether or not this is actually a good idea. If it turns out something like this was already made or if ROM hacking is cool enough, then you can probably disregard this as bollocks and everyone can continue on with their happy lives. If this idea shows promise though, then I want to try expanding upon it. I've been waiting for a project that actually feels satisfying and more or less, cooperative. (tile based movement? no need for frame precision? sign me up! I'm tired of coding platformers) I know this sounds rather ambitious, especially for a newbie here, and while I can't necessarily prove it with anything decent in design, I can assure you I'm a programmer going on six years now. I'm fairly confident in my abilities.
So yeah, with all that said, discuss away.
It started about four years ago. I was coding this silly little "Pokemon Breeder" application. All it basically did was be a Tiny Chao Garden (Sonic Advance series) clone but themed to Pokemon. The sprites used were from the Mystery Dungeon series that came out somewhat recently. I got it nearly completely working in about six days; basic pokemon movement, pokemon moods, pokemon stat calculation, berries, raising stats with them, even going down to details like having a shop to buy berries from, having a console list to tell you what's happened and saving and loading your game. I improved on the interactivity further by including a format where you could add your own pokemon by having a folder full of sprites to use and a text file defining several key features of that pokemon. You could basically raise ANYTHING you wanted. The only thing left to do was add in minigames of some sort so that you had the ability to accumulate money to buy berries with and therefore, advance in the game like that. After that, I would've been satisfied with the project.
For some reason, it stopped there. I abandoned it. The source sat on my computer for the following four years.
Fast forward to today. I'm getting back into Pokemon again. Heart Gold has usurped my time, Mystery Dungeon 2 still continues to interest me, and my friends are into the craze all over again, including one friend who is currently hacking Emerald. He's been having a bit of a time with it however. Wanting to get more involved like he was though, I decided to look through my sources. Lo and behold, I find the Pokemon Breeder app, and decide to finish it.
I realized that the game had no central goal; why were you raising your pokemon? Why were you mindlessly feeding them berries? Just so you could win minigames and therefore, buy more berries? The mood system I implemented was simplistic at best and the strong lack of sprites to fit more moods was disheartening. By this time, I had previously programming some a lot in Java, familiarizing myself with it by coding new stuff and such into Shoddy Battle. I had become very, very intimate with the mechanics of Pokemon. So I thought, why not? Let's give the breeder something familiar; the ability to battle with your bred pokemon.
Instead of going out and walking 5000 some steps to hatch an egg that likely won't contain the pokemon you want, or battling the same wild pokemon a hundred times for the particular EVs, what if you could do all this by just feeding them berries, playing games with them and generally entertaining both yourself and your pokemon? This struck me as a novel idea, actually interacting with your pokemon as it grows and becoming to them like an actual friend as opposed to just a trainer, something like the true vision that the main games have you aspire. I can't help but think that this has been tried before though.
Either way, I set out to implement a basic battling system. It worked...marvelously, at that. The way it calculated stats, damage, variables...I felt like I was playing the real thing. I got into a bit of an ambitious train of thoughts at this point. I wanted to keep it going. I realized that with the right set up, I could create my own pokemon game, mimicking the main games down to the finest detail. But no, more then that...I wanted to go even further.
I remembered back to my friend who was hacking Emerald. Working around the constraints of limited space, confusing pointers, incomplete script syntax that was hard to work with. Why couldn't it be simpler? Why couldn't you use a simple, easy to write script for NPCs? Why couldn't you have more then 400+ pokemon? Why couldn't you have new moves with effects that aren't already in the game? It dawned upon me that this is all possible...that is, if I were to advance on my current position anyways.
I'm opening this thread up on discussion for a Pokemon Game Creation Utility; basically an application that allows you to create a Pokemon game from scratch, mimicking all the details of the main games without having to work around hacking ROMs and so forth. It's doable, in fact, I have basic formats written down in my head already. Already being highly familiar with the mechanics of Pokemon helps too. If I ever do in fact complete it, I'll even challenge myself by fully recreating Fire Red in it. Of course, I'll have to dodge angry Cease & Desist letters first...
The discussion is on what could go into this kind of utility, what kind of formats it would use, and whether or not this is actually a good idea. If it turns out something like this was already made or if ROM hacking is cool enough, then you can probably disregard this as bollocks and everyone can continue on with their happy lives. If this idea shows promise though, then I want to try expanding upon it. I've been waiting for a project that actually feels satisfying and more or less, cooperative. (tile based movement? no need for frame precision? sign me up! I'm tired of coding platformers) I know this sounds rather ambitious, especially for a newbie here, and while I can't necessarily prove it with anything decent in design, I can assure you I'm a programmer going on six years now. I'm fairly confident in my abilities.
So yeah, with all that said, discuss away.