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#1

Working Pokemon Battle Engine

Archive: 11 posts


So with a few days of work, I've made a working Pokemon style battle engine. Its still basic now, but it already supports typing, typed attacks, and varied attacks and attack strengths. With slight slight modification it allows for defense stats. More modification would allow for attack, special attack, defense, and special defense stats that could scale as one leveled up with experience points. That really wouldn't be difficult with this system. The enemy pokemon could easily be selected and emitted. The starter could be chosen and swapped out super easy.

Limits:
- status effecting moves would be permanent as far as I can figure out
- difficulty with swapping Pokemon and saving the current health state
- still a little clunky, had to use some timing workarounds
- although attacks could be copyable and reusable, the process can be slightly painful, and it is by no means very quick.
- types rely on tag colors, meaning there are (feasibly) only 8 types available to the player

I do believe this is the most basic, customizable system of its type made so far. Heres a video (not great quality, sorry), and try it out:

http://www.youtube.com/watch?v=PmvtiIk-TFU

PSN: Dmakian
Level Name: Pokemon Battle Demo!!

tl;dr: click the youtube link, watch pokemon goodness, play level.

p.s. If enough people want me to, I'll make it copyable. I'm not much of a level designer, more skill with mechanics, so if you want to use this to create something awesome, let me know and you're free to have it.
2011-01-26 03:21:00

Author:
dmakian
Posts: 13


-types rely on tag colors, meaning there are (feasibly) only 8 types available to the player


Just a note on that you can have tag names. SO you can have all the types just have them all green and name them "normal, dark, fighting etc etc"
2011-01-26 03:43:00

Author:
Monkey!
Posts: 46


Just a note on that you can have tag names. SO you can have all the types just have them all green and name them "normal, dark, fighting etc etc"

Wow that's awesome... Thanks so much!
2011-01-26 03:46:00

Author:
dmakian
Posts: 13


NO problem. Looks like a promising level.

Might i ask what limits the status effect moves to being permanent?
2011-01-26 03:50:00

Author:
Monkey!
Posts: 46


We'll I cant figure out how I'd return a stat to its base after it was lowered by a status move... it may be possible but I dont have a solution yet..2011-01-26 03:53:00

Author:
dmakian
Posts: 13


Use a timer or something?
Anyway, this looks pretty awesome, looking forward to seeing more (:
2011-01-26 21:25:00

Author:
Fish94
Posts: 554


you should polish this system up then make a top view level for a rpg style game.2011-01-26 22:21:00

Author:
ktmbillyjr
Posts: 177


dmakian;747326 said:

Limits:
- status effecting moves would be permanent as far as I can figure out
I've done this in lbp1, and have done this MANY Many times afterwards. Its quite easy but hard to explain.- difficulty with swapping Pokemon and saving the current health state
Use selectors, or use movers to move each health state.
- still a little clunky, had to use some timing workarounds
ok, i get this.- although attacks could be copyable and reusable, the process can be slightly painful, and it is by no means very quick.
Sequencers. Easy and effective. You should see my non-published battle system - types rely on tag colors, meaning there are (feasibly) only 8 types available to the player
No. You can have labels. Labels Make it so there can be INFINTE types.
I do believe this is the most basic
ok, customizable system
Maybe, but i've seen EXTREMELY costumizable systems b4 so..... of its type made so far.
All your "problems" have a very simple work around
Trust me i'm making a RPG game in lbp2.
2011-01-26 22:35:00

Author:
a_mailbox
Posts: 416


I'm curious as to whether or not you'll include other factors of the game, such as STAB. I'm a pokegeek, and I'd love to see this battle system finished. :3 It looks quite good from the video. :32011-01-26 23:02:00

Author:
AeroForce22
Posts: 392


I can't wait to see this. You just needs some kanto music, water that's not a gear, and overall better graphics. Not complaining, just suggesting. I fear that you may be limited by the thermometer as to how many pokemon you can have in a level, just imagine the wall of emitters for the 1st 150 :o.2011-01-27 01:41:00

Author:
Unknown User


So I've been working tonight...

I have the typing done totally with tags and all of the first gen types. I'm gonna hopefully this weekend optimize the engine. For right now i'm going to set it up so that you can pick one of four pokemon to use and one of four pokemon to fight. Just as a demo.. May be done with that by tomorrow.

I could really use people who are good at level design. My engine works, and it could be very useful for a good level, but I doubt I can make that level.

Thanks for all the constructive criticism... as time goes by I'm fixing all my problems thus far. Help is needed and appreciated though, so thanks
2011-01-27 02:43:00

Author:
dmakian
Posts: 13


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