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Game Mechanic Ideas


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Have an idea for a Pokemon game mechanic? Post your ideas here, and discuss with others on their ideas. Simple examples would be like new statuses or new types. Your idea shouldn't be a single sentence, it should be something you feel passionate about, and something you'd love to see in a Pokemon Game. Like if you want to add a new type, you should try to explain your reasoning, and how it would fair against others.

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Several years ago, I had an idea about a very non-traditional Pokemon game, with a lot of mechanics that differ from most Pokemon fangames.

 

It involves an island that was basically trapped in its own time bubble, and recently reappeared in the modern era (right in the middle of a busy shipping route, which initially caused a bunch of chaos). So the world's leading professors and authorities launch a massive investigation into the island, though they quickly determine that the island appears to have been more or less untouched by human hands and technology until now. This causes the world's authorities to enact a rule that for the sake of preservation (and safety of the world, because who even knows what's there), not just anyone should be allowed in, so the nearest region (Hoenn) is given the responsibility of policing all traffic to the island. However, aerial investigations reveal that the island is actually larger than Hoenn itself - and somehow appears to be mysteriously growing and shrinking, with one observer describing islets flying in the sky, the next observer reporting rocky mountains in the same coordinates, and yet another reporting a vast desert below. The few known groups that have investigated the island on foot have either disappeared, or returned completely empty-handed. Those who have reported back mention that they did not encounter any Pokemon, but there were clear signs that they were present.

 

The main character(s) are a pair of older interns studying under a Professor, and the game would have very special rules compared to the traditional Pokemon game.

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In the pokemon anime trainers don't just call the moves, they give some instructions as well. Like "dodge the attack" or "hang in there" and stuff like that. I would love it if trainers had their unique skill sets. Pokemon have their moves, so trainers could have a list of instructions. This would make the fights even more interactive and closer to the anime fights.

 

I am actually working on that for my game. I am designing as an optional mechanic, like mega evolution. After you use a skill, there would be a cooldown period (depends on the skill you used), during which you won't be able to activate any skills. I am doing this for balance purposes because some skills are stronger than others. For example, dodging an attack is better most times than defending so as to get hit for less damage.

 

Both you and your opponent(s) will be able to use those.

 

I think this is a good way to approach the anime pokemon fights. But I am always open to suggestions. Do you think this is a fair mechanic? What skills do you believe should exist?

 

If you are interested in more details about what I have thought about this mechanic, just ask 🙂

 

 

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  • 1 month later...
  On 6/23/2020 at 9:02 AM, groniack said:

In the pokemon anime trainers don't just call the moves, they give some instructions as well. Like "dodge the attack" or "hang in there" and stuff like that. I would love it if trainers had their unique skill sets. Pokemon have their moves, so trainers could have a list of instructions. This would make the fights even more interactive and closer to the anime fights.

 

I am actually working on that for my game. I am designing as an optional mechanic, like mega evolution. After you use a skill, there would be a cooldown period (depends on the skill you used), during which you won't be able to activate any skills. I am doing this for balance purposes because some skills are stronger than others. For example, dodging an attack is better most times than defending so as to get hit for less damage.

 

Both you and your opponent(s) will be able to use those.

 

I think this is a good way to approach the anime pokemon fights. But I am always open to suggestions. Do you think this is a fair mechanic? What skills do you believe should exist?

 

If you are interested in more details about what I have thought about this mechanic, just ask 🙂

 

 

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I think it's interesting and it could work, but it would take a lot of balancing. Maybe instead of a cooldown, the skills depend on an RNG for their accuracy (or both). After all, instructing your pokemon to dodge doesn't mean it will be able to do so. The skills could also be dependent on the happiness of the pokemon, their current hp, stats and or stat changes (it's hard to imagine a shuckle dodging an attack). But overall it's a really cool idea.

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Not exactly a mechanic, but maybe something akin to combo moves. Kinda like how the pledge moves work with each other, For example  in a double battle selecting Thunder for one of your mons and hurricane for another, would produce a different effect or attack alltogether. You could also take into account the move your opponent used.

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  On 7/30/2020 at 3:12 PM, Suzuki said:

I think it's interesting and it could work, but it would take a lot of balancing. Maybe instead of a cooldown, the skills depend on an RNG for their accuracy (or both). After all, instructing your pokemon to dodge doesn't mean it will be able to do so. The skills could also be dependent on the happiness of the pokemon, their current hp, stats and or stat changes (it's hard to imagine a shuckle dodging an attack). But overall it's a really cool idea.

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Thanks for the input! Yeah, balancing the skills is a challenging part. I decided to do it by giving the stronger skills bigger cooldowns but what you suggested might work too. I just didn't want the skills to be used all the time, because they might end up prolonging the battles a bit too much. You make a really fair point with the shucle example. Maybe skills like dodging should take into account the speed of the pokemon? 

 

  On 7/30/2020 at 3:19 PM, Suzuki said:

Not exactly a mechanic, but maybe something akin to combo moves. Kinda like how the pledge moves work with each other, For example  in a double battle selecting Thunder for one of your mons and hurricane for another, would produce a different effect or attack alltogether. You could also take into account the move your opponent used.

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That's interesting! I really love double battles and if a fan game was focusing mainly on double battles, this feature would really make sense. You can have type synergies as well (for example if you hit an opponent with a water move and then with an electric, the damage would be increased). So many possibilities!

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