Slick2DRPG
This is a cheap Pokemon knockoff, made because as a child I had many frustrations with the original game. For example:
- Why can I only have 4 moves for each Pokemon
- Why does every action get preceded by a very slow moving text (fixed later by emulators)
- Why can I only carry 6 Pokemon (probably because the Gameboy had to little ram)
- Chris told me this is because they want you to succeed with only 6.
- The battles are kind of repetitive, I think I already made them more fun
- To much is decided on level alone, (I might have made it worse)
TODO
First I will try to emulate the original Pokemon game. I'll create a working (stable) prototype as soon as possible.
- Catch Pokemon
- Make the overworld work
- Go into buildings
- different areas which would contain
- diferent wild pokemon for each area
- reduce script sizes (the original pokemon had hunderds of trainers, imagine, it would be quite a bit less annoying to maintain this with trainers for each area (and more stable)
- add a pokecenter
- add a mall
- add gyms
- add a story line
- quest support
- A horrible story line
- probably a bunch of side quests
DONE
- see Pokemon in the menu with all their glory (600*600 pixels)
- animation for NPC's trough scripting.
- path finding was a real bitch
- declaring Pokemon and their moves
- own Pokemon receives xp after batle
- own Pokemon levels up
- talk to NPC's
- Replace fuzzy logic with RNG, this makes it easier to add moves, besides the AI, in the orignial pokemon was also retarded
- Replace python with groovy (better integration, while the scripting is very similiar)
- Implement a proper MVC pattern, these kind of games are made for that, besides the current 'entities (which are models I supose)' can now draw anything they want
- add trainers and NPC's trough scripting
- add items to the over world trough scripting