I've assembled four guide documents:
This plan has been based on years of thoughts and discussion about how the game rules could work - thank you to everyone who chipped in! Also very important has been dipping my toes into coding, which has given me some insight into what is easy to program and what is difficult to program.
These aren't meant to be the end of the discussion, but my hope is that they will be the beginning of the end! They should serve as a clear plan for programmers who want to contribute - with tweaks if we identify problems. Once the combat system is worked out, I think implementing an in-game Tuxepedia is the last remaining "thing" before the game will feel whole.
Let me know what you think!
Last edited by Sanglorian (3 Dec 2019 00:43)
I think it would be better that you use string for conditions.
also, I think that a better system for Technique animation is something that say what to do x second/microsecond after the beginning of an animation, like :0,00 s : display "lauch attack fire" animation at the laucher position0,50 s : if player lauch the attack, display the fullscreen animation "attack fire player to rival"0,50 s : if rival lauch the attack, display the fullscreen animation "attack fire rival to player"1,00 s : display "hit attack fire" animation behind the target at the target position...
I think it would be better that you use string for conditions.also, I think that a better system for Technique animation is something that say what to do x second/microsecond after the beginning of an animation, like :0,00 s : display "lauch attack fire" animation at the laucher position0,50 s : if player lauch the attack, display the fullscreen animation "attack fire player to rival"0,50 s : if rival lauch the attack, display the fullscreen animation "attack fire rival to player"1,00 s : display "hit attack fire" animation behind the target at the target position...
Hi marius851000, thanks for your feedback!
I think using a string for conditions would work well too - make it a bit more human readable!
For animation, I think that'd be a good system to build in for future projects. For example, what you describe would be necessary for the kinds of animations that Pokemon and lots of other JRPGs have.
However, there hasn't been much interest so far in that sort of thing from the Tuxemon project. Every animation that's been designed so far is just a GIF. So while I think your system would make a great ambition for the project, I'd rather see a basic, easy system set up for the time being.
Last edited by Sanglorian (24 Aug 2018 11:47)
kerizane has done an amazing amount of work implementing these rules - see the details on Github.
They pointed out that a number of tuxemon are missing technique lists: Spighter, and all the tuxemon in Set 2.
I just missed Spighter by accident, so here's a technique list:
For Set 2, I'm a bit reluctant to go to the effort of making technique lists for them until we've tested out the 150+ technique lists of Set 1. So what I've done instead is create five generic technique lists for the five types, that can be applied to any tuxemon until someone designs a unique technique list for them.
Of course, if anyone else feels inspired they should go ahead and make technique lists for the new tuxemon!
There are several tuxemon with two Types in Set 2. For them I'd just take the first technique of the first Type and the second two techniques of the second Type.
See the detailed spec for conditions here: http://sanglorian.github.io/downloads/T … 20spec.pdf
Just some thoughts on combat after doing some play testing for the Combat/Faint Calls update.
Combat is really brutal. Most of the time my fruitera barely lasted 3 hits. Even carrying lots of potions around doesn't seem to help as the attacks deal almost as much damage as they restore.
At the same time both sides seemed to miss as often as they hit, perhaps even less.
I think the strength of techniques may need to be more level dependant, or hp should scale faster.The encounter lists for Routes 1 and 2 should probably be adjusted as well. I recommend that they only include monsters with levels from 2-4 and to remove the more powerful monsters from the list (like Tigrock, who can't exist at that low a level anyway). This should improve the experience of early training and capture. Right now it's just frustrating.
Thanks xirsoi, that's good feedback to have. Techniques should hit much more often than they miss - there's a handful of techniques with 50% accuracy, and all the rest are 70% or above.
I wonder how it'll look with encounters only between levels 2 and 4. If it's still a problem, we should tweak the formulas.