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  3. Say I am designing a monster collecting video game akin to Pokemon (because, you know, I am).

Say I am designing a monster collecting video game akin to Pokemon (because, you know, I am).

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  • The VHS Wizard πŸ¦πŸ“ΌπŸ§™T This user is from outside of this forum
    The VHS Wizard πŸ¦πŸ“ΌπŸ§™T This user is from outside of this forum
    The VHS Wizard πŸ¦πŸ“ΌπŸ§™
    wrote last edited by
    #1

    Say I am designing a monster collecting video game akin to Pokemon (because, you know, I am).

    I want to have my own unique "Rock-Paper-Scissors" style mechanic with elements, but I really, really, REALLY don't want to use the typical ones that everybody else always tends to use (Earth, Wind, Water, Fire, etc)

    Not even considering WHAT those elements might be (for now), how many elements would I need for a good, compelling balance of gameplay if there were, say, 100 unique monsters in the game (with no evolution mechanic - yet) and no dual types

    #VideoGames #GameDev #Pokemon #BakaChibiMon

    Cactuar JoeC Daan | New To NarrativeT The Shaking EarthE 0x0961h0 :jan:‍:abreath:🌬️:dandelion:C 6 Replies Last reply
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    • The VHS Wizard πŸ¦πŸ“ΌπŸ§™T The VHS Wizard πŸ¦πŸ“ΌπŸ§™

      Say I am designing a monster collecting video game akin to Pokemon (because, you know, I am).

      I want to have my own unique "Rock-Paper-Scissors" style mechanic with elements, but I really, really, REALLY don't want to use the typical ones that everybody else always tends to use (Earth, Wind, Water, Fire, etc)

      Not even considering WHAT those elements might be (for now), how many elements would I need for a good, compelling balance of gameplay if there were, say, 100 unique monsters in the game (with no evolution mechanic - yet) and no dual types

      #VideoGames #GameDev #Pokemon #BakaChibiMon

      Cactuar JoeC This user is from outside of this forum
      Cactuar JoeC This user is from outside of this forum
      Cactuar Joe
      wrote last edited by
      #2

      @thevhswizard I feel like if you've got 100 critters you're gonna need a reasonably big number of elements just to ensure they're all unique enough to stand out.

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      • Cactuar JoeC Cactuar Joe shared this topic
      • The VHS Wizard πŸ¦πŸ“ΌπŸ§™T The VHS Wizard πŸ¦πŸ“ΌπŸ§™

        Say I am designing a monster collecting video game akin to Pokemon (because, you know, I am).

        I want to have my own unique "Rock-Paper-Scissors" style mechanic with elements, but I really, really, REALLY don't want to use the typical ones that everybody else always tends to use (Earth, Wind, Water, Fire, etc)

        Not even considering WHAT those elements might be (for now), how many elements would I need for a good, compelling balance of gameplay if there were, say, 100 unique monsters in the game (with no evolution mechanic - yet) and no dual types

        #VideoGames #GameDev #Pokemon #BakaChibiMon

        Daan | New To NarrativeT This user is from outside of this forum
        Daan | New To NarrativeT This user is from outside of this forum
        Daan | New To Narrative
        wrote last edited by
        #3

        @thevhswizard I actually wrote a newsletter specifically about this design pattern, way back when I was designing that type of game! Check it out if it sounds relevant: https://newtonarrative.com/news/pokemon-weakness-pentagram-and-the-magical-number-seven-plus-or-minus-two/

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        • The VHS Wizard πŸ¦πŸ“ΌπŸ§™T The VHS Wizard πŸ¦πŸ“ΌπŸ§™

          Say I am designing a monster collecting video game akin to Pokemon (because, you know, I am).

          I want to have my own unique "Rock-Paper-Scissors" style mechanic with elements, but I really, really, REALLY don't want to use the typical ones that everybody else always tends to use (Earth, Wind, Water, Fire, etc)

          Not even considering WHAT those elements might be (for now), how many elements would I need for a good, compelling balance of gameplay if there were, say, 100 unique monsters in the game (with no evolution mechanic - yet) and no dual types

          #VideoGames #GameDev #Pokemon #BakaChibiMon

          The Shaking EarthE This user is from outside of this forum
          The Shaking EarthE This user is from outside of this forum
          The Shaking Earth
          wrote last edited by
          #4

          @thevhswizard eight is a nice round number. easy to grasp, not too many to juggle, enough to have a lot of interesting ways to introduce them

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          • The VHS Wizard πŸ¦πŸ“ΌπŸ§™T The VHS Wizard πŸ¦πŸ“ΌπŸ§™

            Say I am designing a monster collecting video game akin to Pokemon (because, you know, I am).

            I want to have my own unique "Rock-Paper-Scissors" style mechanic with elements, but I really, really, REALLY don't want to use the typical ones that everybody else always tends to use (Earth, Wind, Water, Fire, etc)

            Not even considering WHAT those elements might be (for now), how many elements would I need for a good, compelling balance of gameplay if there were, say, 100 unique monsters in the game (with no evolution mechanic - yet) and no dual types

            #VideoGames #GameDev #Pokemon #BakaChibiMon

            0x0961h0 This user is from outside of this forum
            0x0961h0 This user is from outside of this forum
            0x0961h
            wrote last edited by
            #5

            @thevhswizard In my opinion, 3 or 4 is hyperoptimal in case you want to keep your players' life easy or dare i say casual (not in a pejorative sense). That said, I played FGO with a very wild strength/weakness chart (attached few of them as they evolved through the time), sometimes it's a bit confusing, whenever you have to a weird lineup you can't cover completely, so you have to risk, but it also could be worth exploring.

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            • The VHS Wizard πŸ¦πŸ“ΌπŸ§™T The VHS Wizard πŸ¦πŸ“ΌπŸ§™

              Say I am designing a monster collecting video game akin to Pokemon (because, you know, I am).

              I want to have my own unique "Rock-Paper-Scissors" style mechanic with elements, but I really, really, REALLY don't want to use the typical ones that everybody else always tends to use (Earth, Wind, Water, Fire, etc)

              Not even considering WHAT those elements might be (for now), how many elements would I need for a good, compelling balance of gameplay if there were, say, 100 unique monsters in the game (with no evolution mechanic - yet) and no dual types

              #VideoGames #GameDev #Pokemon #BakaChibiMon

              :jan:‍:abreath:🌬️:dandelion:C This user is from outside of this forum
              :jan:‍:abreath:🌬️:dandelion:C This user is from outside of this forum
              :jan:‍:abreath:🌬️:dandelion:
              wrote last edited by
              #6

              @thevhswizard if you think about the monsters just as equipment(statistics, attack, defense, other variables that impact combat) you may want to think about them in ways of how much variety all those various combat numbers can you create within each 'elemental type', that way you have variety and customization for people to build a team that fits their playstyle.
              I would approach it by looking at how I want combat to work first and then figuring out how much variation I can introduce into that by way of different stat numbers on each critter, hopefully without creating some completely unbalanced overpowered combination by accident. πŸ˜…

              :jan:‍:abreath:🌬️:dandelion:C 1 Reply Last reply
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              • :jan:‍:abreath:🌬️:dandelion:C :jan:‍:abreath:🌬️:dandelion:

                @thevhswizard if you think about the monsters just as equipment(statistics, attack, defense, other variables that impact combat) you may want to think about them in ways of how much variety all those various combat numbers can you create within each 'elemental type', that way you have variety and customization for people to build a team that fits their playstyle.
                I would approach it by looking at how I want combat to work first and then figuring out how much variation I can introduce into that by way of different stat numbers on each critter, hopefully without creating some completely unbalanced overpowered combination by accident. πŸ˜…

                :jan:‍:abreath:🌬️:dandelion:C This user is from outside of this forum
                :jan:‍:abreath:🌬️:dandelion:C This user is from outside of this forum
                :jan:‍:abreath:🌬️:dandelion:
                wrote last edited by
                #7

                @thevhswizard I'm sure there's a tongue-in-cheek study of the pokΓ©mon power creep from season 1 to season Whatever number they're up to now that will give some insights into planning for that kind of power creep. Not just to introduce new creatures, but if yourr thinking of a small subset of critters say 20 and then you expand it out to the hundred that you want to use, You can predict some of the power creep and get ahead of it or restructure a a core mechanic early on to help

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                • The VHS Wizard πŸ¦πŸ“ΌπŸ§™T The VHS Wizard πŸ¦πŸ“ΌπŸ§™

                  Say I am designing a monster collecting video game akin to Pokemon (because, you know, I am).

                  I want to have my own unique "Rock-Paper-Scissors" style mechanic with elements, but I really, really, REALLY don't want to use the typical ones that everybody else always tends to use (Earth, Wind, Water, Fire, etc)

                  Not even considering WHAT those elements might be (for now), how many elements would I need for a good, compelling balance of gameplay if there were, say, 100 unique monsters in the game (with no evolution mechanic - yet) and no dual types

                  #VideoGames #GameDev #Pokemon #BakaChibiMon

                  Cmdr JennyJ This user is from outside of this forum
                  Cmdr JennyJ This user is from outside of this forum
                  Cmdr Jenny
                  wrote last edited by
                  #8

                  @thevhswizard I honestly think that when you go beyond 3 or 4, it gets hard to onboard.

                  Fire Emblem has the weapon triangle, but then has weapons that are exempt from it!

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