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Hi everyone, I've been lurking around the forum for a while and am a big fan of the hacks I've played! There are some problems that I've had with the games and am wondering what others think and if there are ways to implement them into GSC. (I understand that these might be impossible because it would completely restructure the game.)
1. NO LEVELS
I'm wondering if there is a way to implement no levels in GSC? I've always had a problem with how at arbitrary levels a Pokemon evolves. I think stones, happiness, place, and move evolutions better explain a mon's relationship to the trainer or environment. I think Tyrogue's evolution, based on its stats is a really great example too: it links the mon to its inherent attributes.
No levels would mean that a mon evolves depending on its stats. For example, Kadabra evolves when its Special Attack reaches 100 or so. This in effect would make levels useless.
Is there a way to hide or remove levels so that stat gains happen after each battle?
2. NO PC
I've never found the PC a very convincing part of Pokemon, it is never really explained other than Bill inventing it. As a game mechanic it is a magical gimmick and never really tied to any specifics of the game. I like the idea of a "Ranch," like in the anime, where you can go to store your mons. I'm imaging a ranch, where you can walk up to any sprite of the mon and talk to it to retrieve it. Throughout the game you'll have to make connections to other ranches (which act like PC boxes) in order to store more mons.
Could the Daycare be scripted to hold more than 2 mons (breeding not necessary)?
What do others think of these possible changes? I know that levels and the PC are a convenient methods, which is why they are in the games, but I do not find them convincing game mechanics.
I like these ideas, it'd be really interesting to play a more naturalistic version of pokemon.
My thought about removing levels is that you'd either need much higher caps for stats or use floats, because gaining one point on a stat per battle would buff your pokemon super fast. The actual implementation would probably be possible, maybe make it so the exp gain for any given battle always causes a level up so stats increase at the end of every battle, then hide all the information about levels - so it looks like it's just stat increases. You'd have to rewrite evolution code to depend on stats too, which might just amount to replacing a variable name and duplicating the routine for each stat. You'd have to add an extra bit of data in each pokemon's base code to specify which stat the evolution depends on. But regarding the stats, I don't think the gameboy can handle floats, and I'm not sure how high a number it can work with. I do believe it has limited 16 bit math capabilities so maybe that cap is 65535, otherwise it'd be 255 which probably excludes that possibility. Unless you implement 16 bit math in software.
The ranches could probably just reuse most of the PC code, you're essentially just displaying the underlying data in a different manner. It boils down to the same mechanic. I think changing the daycare would actually be harder than that. But this sounds to me the easier task of the two.
Just my thoughts on the matter, I've only worked with pokered at this point in time so I might be totally wrong.
Last edited by glodfinch (2018-09-12 17:25:50)
Thanks for the info glodflinch.
I did not know about the gameboy's float incapability. That makes things tricky. However, could one way to implement the stat growth be related DVs? If I recall correctly, in GSC when a poke reaches level 100, it does not gain experience or levels but still gains DVs if the stats are not maxed. When it is deposited in the box and retrieved it gains the DVs from previous battles.
Could this same system be implemented? So that after each battle, a poke does not gain experience but does gain DVs and after every battle that same check that happens when you retrieve a poke from the box occurs, raising your stats. This way the stat increases stay the same, ei. kill 4 Zubats and you get +1 in speed. The problem is the stat maximums. I don't know how stats are capped in the Pokemon base code, but they should stay the same, no?
The stat evolution code seems like just a copy of the Tyrogue code tweaked. The tough part will be deciding at what number to implement the evolution for each species so that it's not so broken. If this is too broken or difficult, the nuclear option would be to make every 2nd stage evolution be based on friendship and the 3rd stage based on stones. This would mean changing how friendship works since each level gain is a + in friendship. Possibly removing the caps on the vitamins, more haircuts/massages, or decreasing the step count...hmm.
On the ranches, basically the ranch caretakers become the PC, but with a little added flare by showing your poke sprite on the screen like they do at the daycare.
Exciting to think about!