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What if...?

Fraot

Researcher & Game Developer
  • 319
    Posts
    16
    Years
    Hey, what's up? Fraot here.

    Now, trying not to break the rules now, Cilerba. I'm going to clarify my ideas.

    What if Pokémon Games allowed you to have more than 4 moves per Pokémon?

    What if the Pokémon Games' battle system were Real-Time?

    The strategies will definitely be different...

    So, I was wondering about some aspects on Fan Games. You'll see, every fan game follows the tradition of the official Pokémon games: Making the battle system as Turn-based and the move are always 4.

    I'm trying to develop a new Battle System where there're 6 moves. And it's also "real time", considering that the battle is organized in seconds instead of turns. It's still the same battle system but the only difference is that the player needs to assign a key to each move and then use them wisely. Also, the battle is always active, meaning that you must act quickly in order to win a battle, but you can also pause the game and take your time to do your next move if you're not that quick.

    It's still more like an idea since I don't know if I should edit poccil's kit or make a new one from scratch.

    What do you guys think?
    Should I/someone make a battle system with 6 moves? Should I/someone make one with the active aspect? Or should I/someone make a system with both aspects?
    Will the new 6-move system make the game harder or easier?
    Now, will the active Battle System make the game harder or easier?
     
    I think first level pokemon should have 4, then once evolved have 6, then when completely evolved, have 8. That would make sense to me.
    The real time battle would be a lot more exciting.

    So as far as difficulty goes...
    More Moves - Easier
    Real Time Battle - Harder (but more fun!)
     
    Ah.......
    What you're doing here reminds me so much of Chrono Trigger.
    But flashback aside, sounds like a great idea!

    Well, yes, I got inspiration from Chrono Trigger. I'm still designing the active battle system, not actually coding it. As for the 6-move one, I'm hardly trying by messing up with poccil's kit.

    I think the only way to know how could more moves affect the metagame is making a game like that. Just be warned, the active battle system will be EXACTLY the same as the one that EVERY pokémon game has. Just that the player will choose different moves by pressing different key at the keyboard and attacks will be performed instantly.

    So... let everyone have Protect and Endure for the last two moves!!!!
     
    Gee, those are my least favorite moves!
    They're so annoying. Please don't do something like that.


    No, please YOU don't do something like that, I'm just the guy who is developing it. I meant, the people.
     
    You'll see, every fan game follows the tradition of the official Pokémon games: Making the battle system as Turn-based and the move are always 4.

    *cough* Super Pokémon Eevee Edition */cough*
    Uses the same battle system as earlier final fantasy games (4-9)
    so active battle system and pokemon can learn unlimited number of moves.

    --
    4 move limits need to go IMO. In the R/B/Y days pokemon didn't learn much moves. so they didn't really need more than 4 slots. (that and memory limitations)

    Take charizard for example. in GenI it could learn a maximum of 35 possible moves. in gen IV it could learn more than double that. 77 possible moves. Now GenV probably introduces a handful more. Yet still restricted by the 4 move limit. Having 8 move slots would be so awesome, and it's just the thing the next generaton needs to do to avoid becomming stale (Although, you could argue it's already stale)
     
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