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Idea for a Pokemon Wii Game

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excellent, Im still on the participants list! I'd like to come back and help with this idea in any way i can. Ill try to catch up to the progress you guys have made..

EDIT: I might have missed something, but how exactly will we produce a demo disk? Like, on the computer? Using what software? Im not very familiar with game developing. If this was already answered, could someone please direct me to the post?
 
Welcome back Mintyfresh! =]

Well seeing as I'm not one to program (although I will learn some this weekend), I'm not exactly sure how we'd do it. Are blank Wii discs even available? If not, we would have to format it to work on a computer, which would get rid of our motion-sensitive controls.
 
Well, I have to be honest, I am not exactly the most technologically savvy. But I do remember a conversation I had with my computer guy who knows quite alot about computers and video game system alike and he mentioned he could copy any wii game/ xbox 360 game onto a disc, so yeah its possible if my memory serves me right.

Maybe since we are kind of an inexperienced bunch, making a computer demo first would be in our best interest, present it if possible, then let the big guns worry about the motion sensitive controls XD

Does anyone know any aspiring game developers? Theres got too be a few around Smogon, seeing as its filled with people largely talented in other areas. Or, does anyone know where we can learn about it? I remember a while back I downloaded a simple game developing software too fool around with and discovered it was extrememly difficult to make a simple 2D game never mind a 3D super complex game! Netherless, i think if our group learned more about it we can further develop our ideas.
 
like I said above, I'm entering a college video game development competition. They give you a crash course in development, but I'd much rather let someone else take careof that.

Minty, you're right, someone has to be on Smogon. In fact, I think someone posted a few pages back that said they'd try it. Whoever that was, REPOST PLEASE!!!1!! =P
 
Thanks sweet dude, but remember to get any sources of information from them as you can and share them with us! XD

This thread has come a long way, Im proud of you guys : )

Since Im not great at technology, I'd like you guys to know some of my strengths so I can further help the group. Im talented at:

-Managing (like organizing ideas, keeping everyone on track, keeping us in the right direction)
-Writing (People have told me I'm a talented writer, so anything thats gotta be written up, from proposals to emailing people, I can help!)
-Ideas- I'm good at giving new ideas when challenges are presented.

just some things to think about, dont be afraid to ask me to do something!
 
Sure thing, no problemo, lol. i'll try and implement parts of this game into my prototype level of the competition game. That'd be awesome!!
 
This thread is rather enlightening on the subject of wii programing.

This is where you can lean more about the SDK. (it costs $2000.00) how the hell would we come up with that kind of money?
 
Great job Smogon! First, I'd like to thank darkartisan for finally fleshing something like this out. Second, I'd like to add something. Please stop me if this has already been said in some fashion:

Is anyone here familiar with a game called Battletech (either the tabletop or the Firestorm arcade system, as well as Mechwarrior)? Being an avid fan myself, I think a system used in that game could help end/help with discussion on move accuracy, and spamming prevension: the heat gauge. Battletech is essentially robot combat. When you first pick up the game, you are set on BASIC, a mode where your goal is simple: move and shoot. However, once that becomes familiar, you are presented with heat management. Basically put, a gauge display, when you fire your weapons, will start to fill. The more weapons you fire at a time, the higher it goes. If the gauge reaches 100%, your 'Mech shuts down, and you are a sitting duck. This element forces advanced level players to make wise shots, and not put their weapons in a cluster of death, rather making them fire with a few weapons at a time.

Where am I going with this? It's simple. On higher difficulty settings, you could implement a gauge that, when full, would significantly hamper the abilities of a Pokemon in question. Each move could be assigned a Battle Value. This way OHKO's, while inaccurate, would also have a catastrophic toll on the fighter, while Tackle could be spammed, doing low damage for low toll. In addition, fatigue, if implemented, could add a Battle Value Multiplier, much like the loss of Heat Sinks on a 'Mech. Too many strong blows to your Pokemon could spell higher costs in move usage.

Also, has anyone brought up reload bars for moves? Just another thought (I've got Battletech on the brain, but it might spark something???).

I'd love to get on board with this. I've got friends who are artists, friends who are studying for programming careers (our group project for IB CAS hours is making Flash games for elementary school instruction). I myself am a ametuer spriter, and can help in any way needed. Thanks for taking the time to read this. I'm sorry about the length...get in contact via PM if you want some more contributions!
 
that's really awesome! you will be welcome to come and help with the project, as well as any friends you feel like bringing along. now we have to wait for art to see this and put you on the list.
 
I like his idea of a move recharge gauge. We could use that to make moves like Hyper Beam and the elemental moves actually have some kickback.

Great, another formula, lol. =] I'll be back on later, I may have an idea for how to make the gauge thing work.
 
Actually, it might be an interesting idea to completely replace the idea of PP entirely with a gauge-like system. Something like Grudge would target the opponent's gauge in that case.
 
Great ideas!! I would gladly pony up the money to buy it if nintendo makes it!! Best of luck in contacting Game Freak. One important aspect you left out or chose to leave out would be DS connectivity, it would be a great option to transfer a copy of the pokemon you currently own and use them with the wii game's interface ;)
 
Darkflagrance makes a very interesting point, but I think that that may lead to the game becoming too unlike the handheld games. I don't think it would work out very well, seeing as stall battling would go out the window.

Conectivity would be something we would have to leave up to GameFreak, seeing as we're only doing a very small part of the game.
 
Mistress, if you are going to do that, please just link it to your profile, dont spam it, as I feel that this will bring negative attention.

Guys, guys, big day tomorrow! I will be setting this up at Serebii, I hope you guys make an account to check it out!

1/4/08- The day we set sail. This is why I went and looked through all the spelling errors!
Okay, thank you ^.^ Also, I'm sorry about not being on at all. I've been very busy, with school, and a lot of other stuff @_@
 
Actually, it might be an interesting idea to completely replace the idea of PP entirely with a gauge-like system. Something like Grudge would target the opponent's gauge in that case.


No. This Idea does not work at all. lets say you need to keep recovering health, and you cannot because the gauge? It would also COMPLETELY destroy the usefulness of choice items. the PP system works just fine for limiting move spamming.
 
Well if one of us doesn't like it, none of us doesn't like it. We will, however have to find a way to hamper Pokemon that use Hyper Beam-esque moves.
 
has anyone here ever played brawl? we could use the stun (shieldstun and hitstun) to regulate hyper beam type moves. for example, you use giga impact, but then you slacking is in a daze for 4 seconds. slackings traunt would have to be the same of course.
 
Sorry guys, I had a massive computer crash. DX Greetings from a laptop. Once I can activate my desktop again, I'll put up the movesets.
 
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