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that line made me chuckle. Every pokemon game is essentially the same thing :|We love originality, that's one of the coolest things about Pokemon!
Dear FanGame Makers:
Whoa?! I gotta play this! Those screens look awesome!.... but now that I'm playing it... this... isn't right.. I usually just to want to turn it off after about an hour (if I can even make it that far). The biggest thing is the storylines are often dried up and forced down your throat (sorry about the graphicness). Did you originally play Pokemon Blue and Red for the storyline? I didn't think so. You played because you enjoyed the mystery of the game. Using the world for your adventure, thats what made it amazing.
Nobody cares if the storyline involves teaming up with Nurse Joy-to-defeat-Team-Rocket-that-is-really-owned-by-ProfOak. It just sounds too much like some twisted anime spinoff. The original Pokemon Games let YOU be the storyline driver. You are thrown into a world where you have no idea what things lurk beyond the bushes outside your home, and you are told to go EXPLORE starting with a cute little runt-like creature. Thats the beauty of it.
Now, there is nothing wrong with adding a storyline to a fangame. I encourage it. But make it part of the game, not the sole reason of the game. It's the same thing as those fangames with 10 minutes of annoying cutscenes. The player has to click buttons while they read through all the hard work you typed into the speech bubbles, and the player is confused about they are supposed to do, or what the hoo-hah is going on!? When making a game, make it flow, add new dimensions and break barriers, they are all good things, but make it adventurous, not a homework assignment.
The best tip there is for a fangame, is to make it true to the original games, that's why youre making a game of it, right? Make it original. Make it special.
I especially want a protaganist who actually talks.
that line made me chuckle. Every pokemon game is essentially the same thing :|
I clearly remember that RSE and DPPt actually forced you to backtrack or go to a certain place solely because of the storyline
No in evey time. Most notably GSC.that line made me chuckle. Every pokemon game is essentially the same thing :|
You can use a code to make the normal wild pokémon (and maybe trainers) be around your most level higher pokémon. This can really helpful in balance question.Negative aspects of an exploration-type game include many of the down sides sandbox-style games have. This includes balancing (e.g. making sure trainers/wild Pokémon are always at an appropriate level) and making sure the player is able to go where they want (e.g. provide the Cut HM on each different path). These things involve a bit more planning than usual, to make sure the player had a good experience going through every area whether they start there or are "mopping up" later on. There are plenty of ways around this, including making the first part of the game linear to introduce the player to the kind of game it is (e.g. introduce Gyms and the Elite Four, and imply the latter is the ultimate goal) before letting them free. A less optimal solution would be to just provide multiple ways to get from A to B in an otherwise linear game (e.g. the player can choose to go either over the hill or through the cave, but will end up in the same place anyway).
Quote for the win.Maybe one day someone will make a game which aims to take advantage of a computer instead of blindly following a design philosophy of a prettied-up GBA game (and sometimes a DS with no regard for how that interface translates to the PC), as well as improve the base game mechanics further than what is shoved out by a company reluctant to change.
But that would require effort and a time spent thinking, as well as the skill to develop new solutions.
Maybe one day someone will make a game which aims to take advantage of a computer instead of blindly following a design philosophy of a prettied-up GBA game (and sometimes a DS with no regard for how that interface translates to the PC), as well as improve the base game mechanics further than what is shoved out by a company reluctant to change.
First time i've ever seen someone write the games with their second one first. heh. (as in silver/gold/crystal instead of gold/silver/crystal)And as for graphics, I LOVE the original B/R/Y and S/G/C graphics. What I meant earlier was the layout that people recreate with the Pokemon Graphics. I think it's amazing that you DarkDoom3000 have actually made a game with the original gameboy sprites, as that takes skill. And I will most certainly try it out and let you know what I think :)
With mini-quests, you can expand on many small aspects of the Pokéworld
i dont know about everyone else, but i started making a fangame, cause i loved emerald version, but also cause i thought, nintendos, were getting suckier, and i wanted to give the public a non-sucky pokemon game, to compete with nintendo's.The best tip there is for a fangame, is to make it true to the original games, that's why youre making a game of it, right? Make it original. Make it special.
Dear FanGame Makers:
Please use caution when pursuing the wonderful world of fangame making. I say this because out of the few that actually DO come to fruition with a final release, So many of these fangames are very harsh and rocky. It makes it hard for others to experience the same joy you had while making it.
EXAMPLE:
EPIC STORYLINE
RICH MAPS
NEW POKEMON
NEW MUSIC
Whoa?! I gotta play this! Those screens look awesome!.... but now that I'm playing it... this... isn't right.. I usually just to want to turn it off after about an hour (if I can even make it that far). The biggest thing is the storylines are often dried up and forced down your throat (sorry about the graphicness). Did you originally play Pokemon Blue and Red for the storyline? I didn't think so. You played because you enjoyed the mystery of the game. Using the world for your adventure, thats what made it amazing. Nobody cares if the storyline involves teaming up with Nurse Joy-to-defeat-Team-Rocket-that-is-really-owned-by-ProfOak. It just sounds too much like some twisted anime spinoff. The original Pokemon Games let YOU be the storyline driver. You are thrown into a world where you have no idea what things lurk beyond the bushes outside your home, and you are told to go EXPLORE starting with a cute little runt-like creature. Thats the beauty of it.
Now, there is nothing wrong with adding a storyline to a fangame. I encourage it. But make it part of the game, not the sole reason of the game. It's the same thing as those fangames with 10 minutes of annoying cutscenes. The player has to click buttons while they read through all the hard work you typed into the speech bubbles, and the player is confused about they are supposed to do, or what the hoo-hah is going on!? When making a game, make it flow, add new dimensions and break barriers, they are all good things, but make it adventurous, not a homework assignment.
Another thing, RICH MAPS does NOT mean square layouts of cities that look like re-hashed versions of Viridian City and Glitch City combined. Nor does it mean FR/LG grass and trees with 3D Diamond/Pearl sprites... If you want a rich and successful world base for your game, take your time with it! make it look nice! We love originality, that's one of the coolest things about Pokemon! I would rather play a short one region Pokemon game with OUTSTANDING cities and clever sprite-layouts, than a 50 city and 5 region world that looks like a Kid Pix stamp-fest.
The best tip there is for a fangame, is to make it true to the original games, that's why youre making a game of it, right? Make it original. Make it special.
Last off, just let me say that I feel this is the most appropriate forum to post this in, as it has to do with Game Development, and it's actually a formal post as well. Consider this as a heavily opinionated guide from a 19 year old on tuning up your Pokemon game. If you disagree, I accept opinions because it makes us all think.
-Thanks for reading my rant, Sonicspeed500