Concept Pokemon Gen 1 Proof of Concept

Idea or proposal that does not yet have substantial progress.

NickyP

Active member
Download: http://www.mediafire.com/file/uf5pwboq25vsus9/Pokemon_Gen1_demo_by_NickyP.zip/file
Chronocrash: http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item332

Screenshots attached.

This is a demo I worked on about five months ago, and then stopped. The general idea is to take the story and setting of Pokemon Red/Blue/Yellow, and "translate it" to a beat 'em up. As you'll see in the demo, I tried to reproduce the general feel of the original Pokemon games--you pick your starter Pokemon (Charmander, Squirtle, Bulbasaur, or Pikachu), have your first battle in Professor Oak's lab, and continue onto Viridian Forest. Along the way you encounter both wild Pokemon and Pokemon Trainers, each with their respective music and transitions.

You should note that wild Pokemon have weaker stats and an easier AI than trained Pokemon.

The Attack1 button is for regular attacks. The Attack2 button is a special attack that drains your MP bar. MP regenerates quickly, so use your special attacks freely. The game supports up to four players.

I don't know whether I'll pick this mod up again. If any of you decide to build upon it, be sure to give me credit. Have fun!

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AAAAH! Those screenshots look so cool!

I never knew I wanted a Pokémon sidescrolling beat'em up until now.

All of a sudden there are cool things to play and I can't play them 'cause I can't make Showcase videos for a week and it has to be my first impression T_T lol.
 
Nice work. And I would like to expand upon this, and add stuff like the weakness and resistance chart, more attacks, etc.
 
I actually fully intended to implement the Pokemon type system, but for whatever reason, the engine wasn't recognizing all of the different attackbox numbers... which means the defense command wouldn't apply the damage modifier.

If you paxplode the game, you'll find that I already planned out which Attack# would be which type. Here's a copy/paste of it:
For my reference only.

1 - Null (regular attacks)
2 - Normal
3 - Fire
4 - Water
5 - Grass
6 - Electric
7 - Rock
8 - Ground
9 - Bug
10 - Flying
11 - Poison
12 - Ice
13 - Ghost
14 - Fighting
15 - Psychic
16 - Dragon
17 - Dark
18 - Steel
19 - Fairy

The idea was that the type would correlate to an attack# in an attack animation, and the defense command would apply the damage modifier a la the official Pokemon games. For example, Pidgey is a Flying/Normal type. It has a 2x weakness to Electric, Rock, and Ice, and takes zero damage from Ground and Ghost. What that would've looked like in Pidgey's text file, then...

defense normal6 2.00
defense normal12 2.00
defense normal7 2.00
defense normal8 0.00
defense normal13 0.00

Unfortunately, the engine wasn't recognizing the additional attack types past 4 or 5, even after setting maxattacks in Models.txt to 25.

I created the "Null" type in case using Normal for certain attacks would prove user-hostile. Particularly, Charmander and Squirtle's default attacks (based on the Pokemon moves Scratch and Tackle respectively) having a 50% effect on Brock's Rock-type Pokemon, as well as both of Pikachu's attacks having a 0% effect on said Pokemon.
 
Well, yeah, but then what about the other 15 types?  ;D

I added all known types because even Gen 1 Pokemon have updated typings. For example Magnemite as of Gen 2 is part Steel, and Jigglypuff as of Gen 6 is part Fairy. It was my way of kind of future-proofing it as well, in the event I ever expanded beyond Red/Blue/Yellow.

And if you're wondering, "well, why add in Pidgey or Rattata's typing if you only encounter them in the beginning, when there's no Ghost Pokemon?" I also planned on making all Pokemon unlockable as you completed gyms. Specifically, beating Brock would've unlocked Pidgey, Rattata, one of the bugs, and one of the Nidorans. The idea was to simulate the player catching Pokemon and adding to their roster. The same concept was going to be applied for evolutions, as well--after one or two more gyms, the starters and a few other Pokemon would "evolve," unlocking their next form as playable.

I had a really cool idea going, I swear. I just sort of dropped the project so I could redouble my efforts on MegaMan Armada.
 
Psykai said:
AAAAH! Those screenshots look so cool!

I never knew I wanted a Pokémon sidescrolling beat'em up until now.

All of a sudden there are cool things to play and I can't play them 'cause I can't make Showcase videos for a week and it has to be my first impression T_T lol.

hehehehe I was going to email you about this game :)

Nice idea, I liked it!
Unfortunately, the engine wasn't recognizing the additional attack types past 4 or 5, even after setting maxattacks in Models.txt to 25.
That is strange, I use attacks until 17 and all of them work.

 
O Ilusionista said:
That is strange, I use attacks until 17 and all of them work.

Hm. Maybe I was using an outdated engine version at the time? I'm notorious for finding a build that works well enough, and then updating it once every few years.

When I get home I'll test it out with the latest build and see what happens.
 
Looks great Nicky! Downloading it now but I don't know when I'll try it. The shots alone almost makes me regret stopping my Pokemon mod for Beast Mode...... Almost.  8)

x)
 
In order to deal with the resistant and immune Pokémon in the game, incorporating moves like Iron Tail and Metal Claw would work. Iron Tail could be Pikachu’s Run Attack or runjumpattack, and Metal Claw would be Charmander’s combo finisher. Having different special moves based on situation ala MIW would add a lot more fun and strategy.

Maybe the obtained Pokémon would start as NPCs who fight alongside player Pokémon, but are obtained as playable later. This would reflect party dynamics better, especially if you can pick the NPC Pokémon you want alongside the player. And please also have the Sevii Islands, & a free Gardevoir once you get there. Navel Rock and Birth Island will make cool boss areas. Adding in TV-only locations would be the sprinkles on the icing on the cake.

Maybe for balance, Legendary Pokémon can only be summoned for a power attack? Unless we add a Legendary battle mode where legendaries can duel. Maybe we could have Shadow Pokémon, the infamous glitches, etc.

In other words, I hope this is continued.
 
A character switching during game may be good in order to have the efficient pokemon against opponent.
Good concept and ideas, I hope you'll continue working on this project :)
 
:) I'm glad you guys enjoy it. I'm sorry it's not very substantive--but I'm trying to focus on one project at a time. Jumping around with ideas is how some of my other great projects like Sonic Liberations and ClaFan Advanced started collecting dust... and I love MegaMan Armada too much to let it fall into the same fate.

Maybe one day I'll pick this mod up again. After all, I especially would like to see a version based on Pokemon Gold/Silver/Crystal. One day, who knows.
 
I finally got around to playing this and aside from wishing their were more special moves and feeling like the Viridian Forest enemies tackle way too quickly (to spam levels) this game has crazy potential and I would love to see it continued on and have like all 151 Pokémon playable eventually (DLC! lol) XD
 
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