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- Seen May 19, 2019
Project LumaHedron [Refined Salt] [Ethereal Band]
Status: MAY 2018 Revising; Developing Website
Platform- Game Boy Advance
Games- Pokemon Shiny Gold; Fire Red; Emerald (ie Owned ROMs)
I intend for the contents of this post to serve as a kind of rough draft to develop my process. I'm currently learning the interface so that I can make the concept look presentable if not professional. I'm not sure how the website feels about making constant alterations to the opening post, but I often find myself getting very wordy when I'm striving to get my ideas across. Hopefully within the next week or two I will have developed my finale expose of my liking in a graphical form (Pictures etc). What do people say? Something to the effect of "The content doesn't resemble the finished product"?
Most of us don't much care for TL;DR posts anyhow so don't mind me, the post is under construction until then. I plan on condensing certain parts into brackets so that whoever is interested to know the finer details can learn about my progress at their leisure. For now I want the overall message that I'm developing a hack to ring clear.
[-]Mission[-]
I'm hoping to reach out to the community for resources or talent. I'd like to be able to make this a revised version of the game and make a streamlined social experience for anyone to play. Most of my work is currently focused on formatting the project goals into a documented form so that the objectives are easily recognized or understandable. I'm not currently aware of Pokemon related Hacking sites out there which I could use to promote the project. All leads are welcome.
[-]Intro[-]
The brain child of this project was my fervent desire to implement a balanced resistance order about the types. Flying vs Electric 1x Ghost vs Steel 1x (G.III)
Conversely, I had intended to give more prominence to type combinations and variants; in that sense the competitive base might consider building their team around a strategy of their own making instead of relying solely on power based teams or those consisting mostly of legendary. By reorienting types, I had hoped to give rise to different kinds of battles, the sort which envelops critical thinking on the part of both the players and the viewers. The catalyst would be sparked by a re-discovery of the resistance map, all corresponding to the mania of types, moves, and teams that could arise through the trading and breeding systems already in the game.
I find variability interesting, to me it seems to usher in unique experiences that eventually serves to outline the bounds of possibility within any gaming environment.
[-]Body[-]
The idea actually came about with a conversation about Quagsire being a choice monster, 1.) it could learn ice beam to a counter to grass types, 2.) its resistances assisted against water's electric type weakness, points for having an answer to ground's water weakness and resistance to poison 3.) it has abilities like oblivious and damp. After having this conversation, I noticed that in most cases both ground and water have the odds stacked in their favor. This singular Pokemon with its dual typing lead me to want to know more about whether it was because these types are good or if its the ability that makes the monster. Maybe its a bit of both, regardless it was worth the observation because I gained viewpoints from him and many others about the nature of the whole game. All in all I felt like sharing the happy accidents that took place as I explored the horizons of hacking; it might encourage others to view Pokemon in a new light sans the title of the Project.
As you might expect, its never just one tweak and you're done. Changing types leads to a whole domino effect of IF->THEN->ELSE's and its gotten to the point that I would need an outside perspective to address which changes should be final and balanced. That's really the point, I'd like to introduce a concept, observe how the game changes, but overall keep the core of the game in tact. That is my revision, I haven't changed the rules or doctored the power of moves as they were initially implemented. All I've done is use YAPE to influence level up learning for something like the Bug/Dark or Bug/Electric that I incorporated for the sake of it.
Since I'm not at the level where I can add anything to the base ROM or reorient things efficiently, I have no way to address something like giving Mawile/Jigglypuff Fairy typing. As much as I'd like to do this, update moves to the fairy affinity, or make them from scratch, I haven't any leads on the how. So I settled to simulate that kind of balance through creative use of other types *as they exist.
Moving On
The more I read up on synopses/holistic viewpoints about types characteristics, the more I started to see each type as a self contained set and that individually, they constituted certain attributes that make them peculiar. I deduced that essentially, you could make any kind change you want and the logic would remain the same- its just a formal programming to introduce a formula and its basis. Strip the construct of resistance from out the equation and all that stands are the merits of the individual monster. I mean, we see this in the certain changes that they make on a per game basis- sometimes types are invented just to counter an imbalance made as a result of an oversight. (Dark>Psychic & Fairy>Dragon)
After all is said and done, when we are offered new types, we end up with options and multiplicity of a delectable sort. It serves to mix up the formula and has tons to offer in the vein of strategy and planing. Degrees of depth, a good basis for any role playing game.
I remember where sitting in when I concluded that Ghost would be absolutely perfect against Ground. It was a "that's that" moment.
If I'm so confident about this alteration, I want to know how would others would receive it, thousands of peer reviews if possible. Having changed most of the resistances in the formula based off of this leading mark, I'm interested to find out the intricacies of how it might affect how we think about egg moves, abilities, general learn-sets and how we might think about giving certain monsters different types altogether.
So now, Ghost>Ground.
I was amazed about the amount of character this particular change provided the Ghost type. It was like Peter Parker discovering his accelerated strengths sans the spider bite. It was enough cause to rifle through the group of ghosts and visualize the newfound potential.
Over time I realized that- Ghost as it turns out, is of diminutive quality when it comes to move-pools, right next to Steel and Dragon. What this means is that they are some of the least understood when it comes to offensive measures; is it any wonder why, there were only 7 new Ghost types introduced as of generation III? The first Ghost monsters took on a dual typing and we didn't even see a pure steel type when the Steel concept was introduced.
I take this to be a product of little foresight in the prominence of these types, with the respect that, they were only designed to provide some added resistance to certain encounters with the intention that they would be boss material (i.e Lance the Dragon Master). Nevertheless, outside of this speculation, having a class set up without providing it tools and traits which stand out, leads to poor conveyance on the part of the typing.
I believe that the reason I found that I was so surprised about this sole change is because I just might have stumbled upon an inherent value to the game that was innocuous my whole play experience. "Why are my teams so limited when it comes to Ghost types? And for that matter why X?"... Thus a thorough investigation of how all types relate to one another.
{From there you might be surprised to find how interesting it is to perform your own case study, monster to monster to discover whether any given Pokemon actually has its own inherent value or if we are naturally predisposed to rely on the Rock/Paper/Scizors formula. Do we only use what works to get through the game? No depth, no intrigue, just involved because when it revolves back around earth, Pokemon becomes trendy again.}
So Why is any of this important?
Whenever monsters of certain type do not have a steady groups of pure models to choose from, our understanding of how to orient strategy around these types is limited in the face of what we do have. This in turn puts limits on breeding potential which further hampers what we can ascertain about offensive measures. When Ice or Steel or Ghost don't have outliers to represent them (preferably of primary sort), they won't have the kind of buzz that would promote their move-sets to be in circulation. Evolutionary Biology 101. Political Candidacy 101. Its like politics, "a lack of strong leadership prevented" or "no taxation without...",
Without access to, or better yet, an incentive to explore the full breadth of how moves of a certain affinity operate in play, a player won't be able to appreciate the game's depth. Its like playing a shooter game without knowing that head-shots, down to torso and body shots has a damage tier. If you don't know this, you won't be able to compete at high levels, let alone understand which weapons would be proficient to do so.
So to get back to the nature of these changes, I found that any parenthetical question regarding a singular resistance change had less to do with overall balance and more to do with how the interplay between types works in a logical sense.
I read a comment questioning the validity of Steel being good against Ice. I had a good think about that one, perhaps its good work drilling for oil in Alaska. It makes even less sense for martial arts to be effective against arctic things, perhaps it should have been renamed Salt or Glass type as an indication of how solid things behave when they are subject to a degree of concentrated force. This ISNT the case, as we all know that when they say 'Ice' they are referring to snow and cold- every move being an indicator of this trait. There's no move called Calcify so far as I know, ergo I put the spirit of that comment into the equation and put fighting in the place holder for steel. Fighting vs Ice 1x Steel vs Ice 2x.
{I'd like things to play out kind of like an easter egg hunt, the same way that we did when we were first introduced to the series. Back then, you had to break out a pen and pad if you didn't have a decent mental map to keep track of it all. Now with the advent of the internet, you have all kinds of tools to measure game-play progress with.}
It goes on like that, I held in my criteria that I would prefer there to be a balanced strengths to weakness ratio, but that is the extent of the balance. In most cases itemized logic wins out-
I wanted Steel to be the defensive wall that it was always intended to be so I maintained to keep it's resistance set in tact; as a converse to that kind of thinking, in order to pronounce Dragon as an offensive powerhouse, I lifted the restrictions on what it could be effective against- the only type without a special class affinity that can penetrate Steel.
Low and behold this form of lateral thinking turns out to be very fun. Rock Paper Scissors Pokemon level fun. All in all I believe that the novelty of that fun was due to the learning and experimentation that was involved when the concept was mint.
I would like to share that enjoyment with all of you. In order to do that I feel that its necessary to involve as many people as possible for the sake of insight, discussion, and development. On these terms we might just strike up a valuable revision which dons excellence of all kinds.
For anyone interested please PM [email protected].
I haven't figured out how to add a separate hack profile from a ROM file like Project Prism has. Legal concerns and such. But the games themselves play great with the updates. SEND ME YOURS! It'll take me 15 minutes to update the ROM.
Status: MAY 2018 Revising; Developing Website
Platform- Game Boy Advance
Games- Pokemon Shiny Gold; Fire Red; Emerald (ie Owned ROMs)
I intend for the contents of this post to serve as a kind of rough draft to develop my process. I'm currently learning the interface so that I can make the concept look presentable if not professional. I'm not sure how the website feels about making constant alterations to the opening post, but I often find myself getting very wordy when I'm striving to get my ideas across. Hopefully within the next week or two I will have developed my finale expose of my liking in a graphical form (Pictures etc). What do people say? Something to the effect of "The content doesn't resemble the finished product"?
Most of us don't much care for TL;DR posts anyhow so don't mind me, the post is under construction until then. I plan on condensing certain parts into brackets so that whoever is interested to know the finer details can learn about my progress at their leisure. For now I want the overall message that I'm developing a hack to ring clear.
[-]Mission[-]
I'm hoping to reach out to the community for resources or talent. I'd like to be able to make this a revised version of the game and make a streamlined social experience for anyone to play. Most of my work is currently focused on formatting the project goals into a documented form so that the objectives are easily recognized or understandable. I'm not currently aware of Pokemon related Hacking sites out there which I could use to promote the project. All leads are welcome.
[-]Intro[-]
The brain child of this project was my fervent desire to implement a balanced resistance order about the types. Flying vs Electric 1x Ghost vs Steel 1x (G.III)
Conversely, I had intended to give more prominence to type combinations and variants; in that sense the competitive base might consider building their team around a strategy of their own making instead of relying solely on power based teams or those consisting mostly of legendary. By reorienting types, I had hoped to give rise to different kinds of battles, the sort which envelops critical thinking on the part of both the players and the viewers. The catalyst would be sparked by a re-discovery of the resistance map, all corresponding to the mania of types, moves, and teams that could arise through the trading and breeding systems already in the game.
I find variability interesting, to me it seems to usher in unique experiences that eventually serves to outline the bounds of possibility within any gaming environment.
[-]Body[-]
The idea actually came about with a conversation about Quagsire being a choice monster, 1.) it could learn ice beam to a counter to grass types, 2.) its resistances assisted against water's electric type weakness, points for having an answer to ground's water weakness and resistance to poison 3.) it has abilities like oblivious and damp. After having this conversation, I noticed that in most cases both ground and water have the odds stacked in their favor. This singular Pokemon with its dual typing lead me to want to know more about whether it was because these types are good or if its the ability that makes the monster. Maybe its a bit of both, regardless it was worth the observation because I gained viewpoints from him and many others about the nature of the whole game. All in all I felt like sharing the happy accidents that took place as I explored the horizons of hacking; it might encourage others to view Pokemon in a new light sans the title of the Project.
As you might expect, its never just one tweak and you're done. Changing types leads to a whole domino effect of IF->THEN->ELSE's and its gotten to the point that I would need an outside perspective to address which changes should be final and balanced. That's really the point, I'd like to introduce a concept, observe how the game changes, but overall keep the core of the game in tact. That is my revision, I haven't changed the rules or doctored the power of moves as they were initially implemented. All I've done is use YAPE to influence level up learning for something like the Bug/Dark or Bug/Electric that I incorporated for the sake of it.
Since I'm not at the level where I can add anything to the base ROM or reorient things efficiently, I have no way to address something like giving Mawile/Jigglypuff Fairy typing. As much as I'd like to do this, update moves to the fairy affinity, or make them from scratch, I haven't any leads on the how. So I settled to simulate that kind of balance through creative use of other types *as they exist.
Moving On
The more I read up on synopses/holistic viewpoints about types characteristics, the more I started to see each type as a self contained set and that individually, they constituted certain attributes that make them peculiar. I deduced that essentially, you could make any kind change you want and the logic would remain the same- its just a formal programming to introduce a formula and its basis. Strip the construct of resistance from out the equation and all that stands are the merits of the individual monster. I mean, we see this in the certain changes that they make on a per game basis- sometimes types are invented just to counter an imbalance made as a result of an oversight. (Dark>Psychic & Fairy>Dragon)
After all is said and done, when we are offered new types, we end up with options and multiplicity of a delectable sort. It serves to mix up the formula and has tons to offer in the vein of strategy and planing. Degrees of depth, a good basis for any role playing game.
I remember where sitting in when I concluded that Ghost would be absolutely perfect against Ground. It was a "that's that" moment.
If I'm so confident about this alteration, I want to know how would others would receive it, thousands of peer reviews if possible. Having changed most of the resistances in the formula based off of this leading mark, I'm interested to find out the intricacies of how it might affect how we think about egg moves, abilities, general learn-sets and how we might think about giving certain monsters different types altogether.
So now, Ghost>Ground.
I was amazed about the amount of character this particular change provided the Ghost type. It was like Peter Parker discovering his accelerated strengths sans the spider bite. It was enough cause to rifle through the group of ghosts and visualize the newfound potential.
Over time I realized that- Ghost as it turns out, is of diminutive quality when it comes to move-pools, right next to Steel and Dragon. What this means is that they are some of the least understood when it comes to offensive measures; is it any wonder why, there were only 7 new Ghost types introduced as of generation III? The first Ghost monsters took on a dual typing and we didn't even see a pure steel type when the Steel concept was introduced.
I take this to be a product of little foresight in the prominence of these types, with the respect that, they were only designed to provide some added resistance to certain encounters with the intention that they would be boss material (i.e Lance the Dragon Master). Nevertheless, outside of this speculation, having a class set up without providing it tools and traits which stand out, leads to poor conveyance on the part of the typing.
I believe that the reason I found that I was so surprised about this sole change is because I just might have stumbled upon an inherent value to the game that was innocuous my whole play experience. "Why are my teams so limited when it comes to Ghost types? And for that matter why X?"... Thus a thorough investigation of how all types relate to one another.
{From there you might be surprised to find how interesting it is to perform your own case study, monster to monster to discover whether any given Pokemon actually has its own inherent value or if we are naturally predisposed to rely on the Rock/Paper/Scizors formula. Do we only use what works to get through the game? No depth, no intrigue, just involved because when it revolves back around earth, Pokemon becomes trendy again.}
So Why is any of this important?
Whenever monsters of certain type do not have a steady groups of pure models to choose from, our understanding of how to orient strategy around these types is limited in the face of what we do have. This in turn puts limits on breeding potential which further hampers what we can ascertain about offensive measures. When Ice or Steel or Ghost don't have outliers to represent them (preferably of primary sort), they won't have the kind of buzz that would promote their move-sets to be in circulation. Evolutionary Biology 101. Political Candidacy 101. Its like politics, "a lack of strong leadership prevented" or "no taxation without...",
Without access to, or better yet, an incentive to explore the full breadth of how moves of a certain affinity operate in play, a player won't be able to appreciate the game's depth. Its like playing a shooter game without knowing that head-shots, down to torso and body shots has a damage tier. If you don't know this, you won't be able to compete at high levels, let alone understand which weapons would be proficient to do so.
So to get back to the nature of these changes, I found that any parenthetical question regarding a singular resistance change had less to do with overall balance and more to do with how the interplay between types works in a logical sense.
I read a comment questioning the validity of Steel being good against Ice. I had a good think about that one, perhaps its good work drilling for oil in Alaska. It makes even less sense for martial arts to be effective against arctic things, perhaps it should have been renamed Salt or Glass type as an indication of how solid things behave when they are subject to a degree of concentrated force. This ISNT the case, as we all know that when they say 'Ice' they are referring to snow and cold- every move being an indicator of this trait. There's no move called Calcify so far as I know, ergo I put the spirit of that comment into the equation and put fighting in the place holder for steel. Fighting vs Ice 1x Steel vs Ice 2x.
{I'd like things to play out kind of like an easter egg hunt, the same way that we did when we were first introduced to the series. Back then, you had to break out a pen and pad if you didn't have a decent mental map to keep track of it all. Now with the advent of the internet, you have all kinds of tools to measure game-play progress with.}
It goes on like that, I held in my criteria that I would prefer there to be a balanced strengths to weakness ratio, but that is the extent of the balance. In most cases itemized logic wins out-
I wanted Steel to be the defensive wall that it was always intended to be so I maintained to keep it's resistance set in tact; as a converse to that kind of thinking, in order to pronounce Dragon as an offensive powerhouse, I lifted the restrictions on what it could be effective against- the only type without a special class affinity that can penetrate Steel.
Low and behold this form of lateral thinking turns out to be very fun. Rock Paper Scissors Pokemon level fun. All in all I believe that the novelty of that fun was due to the learning and experimentation that was involved when the concept was mint.
I would like to share that enjoyment with all of you. In order to do that I feel that its necessary to involve as many people as possible for the sake of insight, discussion, and development. On these terms we might just strike up a valuable revision which dons excellence of all kinds.
For anyone interested please PM [email protected].
I haven't figured out how to add a separate hack profile from a ROM file like Project Prism has. Legal concerns and such. But the games themselves play great with the updates. SEND ME YOURS! It'll take me 15 minutes to update the ROM.
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