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Game Design > Pok?mon game

#166698 - bollkalle - Sun Feb 15, 2009 7:59 am

Quote:
Hi! Yesterday (14th february 2009) I got a great idea: I should do my own Pok?mon game! I have tried before, but I'm much better on programming now.

My plan is that I program the game in a language that I understand fully enough. In this case it should be GML (Game Maker Language) in the program Game Maker 7.0. Then, when I have learned to program and make games to GBA, I convert the GML code to C code and compile and all that stuff that creates a GBA game.

This topic is my development topic. Here you can give me ideas to the game, and it's here I post the news of the game.

Pok?mon Transparency
The name of the game will be Pok?mon Transparency. All Pok?mon games have a color or stone in its name, but transparency is not a color or stone, it is the opposit of a color.

Pok?dex
The game will have a Pok?dex with a total of 150 Pok?mon, like Pok?mon Red and Blue, the first Pok?mon games. There will be three start Pok?mon, one GRASS type, one FIRE type and one WATER type, just like the other games.

This is what you can do
You can give me help and ideas. Just now I need this:

City names

I don't need so very much at this time, I have just started on planning the game. But if you have tips, just post it!


I don't work with this idea anymore. Look in the topic if you wonder why.


Last edited by bollkalle on Tue Feb 17, 2009 3:55 pm; edited 1 time in total

#166709 - Kyoufu Kawa - Sun Feb 15, 2009 5:31 pm

Hi. I had a similar idea, but without Game Maker. It's called OpenPok?. I'd link you to the project site, but I tore it down in a fit of Pok?community noob induced rage.

Oh, and it's already in a playable form.


Not to discourage you, ofcourse...

#166710 - Kayvon - Sun Feb 15, 2009 5:52 pm

bollkalle wrote:
Then, when I have learned to program and make games to GBA, I convert the GML code to C code and compile and all that stuff that creates a GBA game.


That step may give you some problems.

Code does not really convert between the game design engine and a real programming language. You'd end up having to completely rewrite your whole game, which defeats the purpose of writing it with Game Design to begin with.

You'd be much better off pointing your efforts towards learning C/C++ up front, unless you're not really worried about ever making this a GBA game.

#166716 - zazery - Sun Feb 15, 2009 8:25 pm

It sounds like you are more interested in designing new levels, items, Pokemon etc. instead of programming a game. If this is the case you could probably modify an existing Pokemon game with custom editors people have released. There are some videos on YouTube that demonstrate editing Pokemon games. Looks easy enough to do although I have not tried it myself. I believe this is a gray area to discuss on these forums so keep this in mind if you go this route.

I had many thoughts in the past to create my own version of existing game franchises but decided it would be more worthwhile to create my own original games. Rather than living in someone else's game world, why not make your own?

#166740 - elwing - Mon Feb 16, 2009 9:25 am

if you really plan to create something drop the pok?mon name directly before the c&d...

#166758 - bollkalle - Mon Feb 16, 2009 7:58 pm

Quote:
Quote:
Then, when I have learned to program and make games to GBA, I convert the GML code to C code and compile and all that stuff that creates a GBA game.



That step may give you some problems.

Code does not really convert between the game design engine and a real programming language. You'd end up having to completely rewrite your whole game, which defeats the purpose of writing it with Game Design to begin with.

You'd be much better off pointing your efforts towards learning C/C++ up front, unless you're not really worried about ever making this a GBA game.


I can program in C++, but not the graphics. But the graphic isn't important at all to make a Pok?mon game. I can fix that after. So I think I maybe write the game in C++.

Quote:
It sounds like you are more interested in designing new levels, items, Pokemon etc. instead of programming a game. If this is the case you could probably modify an existing Pokemon game with custom editors people have released. There are some videos on YouTube that demonstrate editing Pokemon games. Looks easy enough to do although I have not tried it myself. I believe this is a gray area to discuss on these forums so keep this in mind if you go this route.

I had many thoughts in the past to create my own version of existing game franchises but decided it would be more worthwhile to create my own original games. Rather than living in someone else's game world, why not make your own?


It's not just the items, Pokemon etc. that I will do. I'm very interested in programming and how the things work. So I think I'll not edit an existing Pok?mon game.

I have also tried to make own versions of existing games, and I have made one, a Super Mario clone. But it's more fun to make a own game world with own characters. Maybe I'll make a own game that is like a Pok?mon game in gameplay, but a new idea. I will think of it, so you don't need to give me Pok?mon ideas anymore.

#166769 - sgeos - Tue Feb 17, 2009 4:24 am

bollkalle wrote:
Maybe I'll make a own game that is like a Pok?mon game in gameplay, but a new idea.

This is a good plan. Keep in mind that making something the scope of Pokemon is a huge amount of work.

#166773 - bollkalle - Tue Feb 17, 2009 3:52 pm

Yes, I will do that.

#166811 - pitcrawler - Thu Feb 19, 2009 1:37 am

bollkalle wrote:
Quote:
Quote:
Then, when I have learned to program and make games to GBA, I convert the GML code to C code and compile and all that stuff that creates a GBA game.



That step may give you some problems.

Code does not really convert between the game design engine and a real programming language. You'd end up having to completely rewrite your whole game, which defeats the purpose of writing it with Game Design to begin with.

You'd be much better off pointing your efforts towards learning C/C++ up front, unless you're not really worried about ever making this a GBA game.


I can program in C++, but not the graphics. But the graphic isn't important at all to make a Pok?mon game. I can fix that after. So I think I maybe write the game in C++.
I think you may be mistaken. Pokemon isn't such a difficult game in terms of programming. (Simplistic maps, simple character interaction, random events) If you think you can just tack on some random graphics afterwards you're going to have a problem. Something on the scale of a pokemon style game will require hundreds, if not thousands of frames of graphics and animation. I don't mean to ruin your hopes, but it's the truth.

#166827 - Miked0801 - Thu Feb 19, 2009 6:42 pm

Wow. Look at the credits for recent pokemon games and see where the workload adds up. Then determine how much time is involved in each area.

Art is not a trivial portion of any game. Even the Atari 2600 required art time.

#166834 - Kyoufu Kawa - Thu Feb 19, 2009 9:01 pm

pitcrawler wrote:
Something on the scale of a pokemon style game will require hundreds, if not thousands of frames of graphics and animation. I don't mean to ruin your hopes, but it's the truth.
To be precise, you need nine frames of animation per overworld character (three directions, three steps), two images per monster unless you include Emerald-style "dancing" or DS-style gender diffs, which add another frame.

The biggest problem is battle move animations. It's one of the few things left to implement in OpenPok

#166835 - gauauu - Thu Feb 19, 2009 9:15 pm

To his defense, those things (all the frames of animation, etc) make the game look more polished, but don't change gameplay. One could make a nasty ugly pokemon game, with similar gameplay, but with roguelike graphics (and no battle animations), for example.

You'd still have SOME work to do for graphics, but not nearly as much. And depending on what your goal is, could still be an acceptable result.

#166842 - sgeos - Fri Feb 20, 2009 4:31 am

There is a difference between the scope of a project, and the quality of the project. A low quality project (not pretty) with a large scope (lots of monsters), is roughly as hard as a high quality project (pretty) with a limited scope (few maps and monsters). It all depends on where you put your time. If the scope of a project is too limited, it ends up being no more than a demo, regardless of the quality. Some "high quality" demos are actually not extensible.

In summary, a low quality pokemon clone with the scope of the first generation games would be hard for an army of one to pull off, but it could be done.

#166888 - Kyoufu Kawa - Sun Feb 22, 2009 8:18 pm

sgeos wrote:
In summary, a low quality pokemon clone with the scope of the first generation games would be hard for an army of one to pull off, but it could be done.
Does an army three also count? ;)

#166894 - sgeos - Mon Feb 23, 2009 2:01 am

Kyoufu Kawa wrote:
Does an army three also count? ;)

Of course. With an army of three you can increase your quality or scope. Alternatively you can decrease your schedule and therefore increase your chance of success.