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This is a page for ideas for Tuxemon series games, that don't necessarily fit with [[The Spyder in the Cathedral]]. | This is a page for ideas for Tuxemon series games, that don't necessarily fit with Episode 1: [[The Spyder in the Cathedral]]. | ||
== Plots/Game premises == | == Plots/Game premises == | ||
* Play through the game as an NPC (limited team, based on the team of any trainer in the game) | * Play through the game as an NPC (limited team, based on the team of any trainer in the game) | ||
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* You are a human stuck in tuxemon form | * You are a human stuck in tuxemon form | ||
* Take down an evil team from inside, using only your assigned tuxemon | * Take down an evil team from inside, using only your assigned tuxemon | ||
=== Tuxemon Gym Simulator === | === Tuxemon Gym Simulator === | ||
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[[File:Tuxemon_Darkest.png|thumbnail]] | [[File:Tuxemon_Darkest.png|thumbnail]] | ||
=== Tuxemon Harvest === | |||
[[File:Tuxemon_harvest.png|thumbnail]] | |||
[https://forum.tuxemon.org/thread.php?id=117 Original thread] | |||
We already have a bunch of fruit and vegetable and other farm items, and animations for growing plants (many from [[Catch Challenger]]) | |||
'''Simple farming''' | |||
* Consumable items are mostly fruit, vegetables, seeds, and so on. For example, instead of an [[Antidote]], we could have an ANTIDOTE APPLE. Instead of [[Cure Burn]], we could have BURNBALM MELON. | |||
* There are fertile patches scattered around the world, especially in your backyard. | |||
* When you acquire the HOE item, you can hoe a fertile patch. | |||
* You can plant a fruit/vegetable/seed, etc., in the hoed patch. | |||
* After X steps, the seed grows into the next stage. After another X steps, it grows into the next stage, and so on until you reach the final stage. | |||
* If you have a WATERING CAN, you can water each patch. That halves the number of steps it takes until it grows into the next stage (then it dries out and has to be watered again for the next stage). | |||
* Then if you have a SCYTHE you can harvest the plant, and get multiple copies of whatever item you planted in the first place. The patch becomes bare, waiting to be hoed again. | |||
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== Novel additions to standard games == | == Novel additions to standard games == | ||
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* Switching to a side-scrolling platformer for certain parts | * Switching to a side-scrolling platformer for certain parts | ||
* A journal that tracks your current quests | * A journal that tracks your current quests | ||
=== Ways to reduce grind === | === Ways to reduce grind === | ||
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* Hide/camouflage to wait until something happens | * Hide/camouflage to wait until something happens | ||
* Sneak to avoid alarms and trainers | * Sneak to avoid alarms and trainers | ||
* Tunnel to a new level | * Tunnel to a new level | ||
* Set a trap | * Set a trap | ||
* Decode foreign languages | * Decode foreign languages | ||
* Hold breath to get into an area with poison gas | * Hold breath to get into an area with poison gas | ||
* Disable traps | * Disable traps | ||
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* Roll at a high speed to get over jumps | * Roll at a high speed to get over jumps | ||
* Surf | * Surf | ||
* Soar | * Soar | ||
* Put out fires | * Put out fires | ||
* Destroy walls | * Destroy walls | ||
* | * Open locked doors | ||
* Mind control people | * Mind control people | ||
* Telekinesis | * Telekinesis | ||
* Exorcism | * Exorcism | ||
* Block - create a stone that blocks the path or fills a hole | * Block - create a stone that blocks the path or fills a hole | ||
* Bounce to higher ledges | * Bounce to higher ledges | ||
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* Teleport - get to any location you have already visited | * Teleport - get to any location you have already visited | ||
* Dive | * Dive | ||
* Enter outer space | * Enter outer space | ||
* Sonar | * Sonar | ||
* Item finding | * Item finding | ||
== Things in cities and towns == | == Things in cities and towns == | ||
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* Temple | * Temple | ||
* Arena | * Arena | ||
* | * Game arcade | ||
* Shopping centre | * Shopping centre | ||
* Lighthouse | * Lighthouse | ||
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* Aquarium | * Aquarium | ||
== Admirable features of EvoCreo == | |||
* They have some monsters wandering around the overworld, as well as tall grass encounters. This adds a nice mix, where you can chase/run away from some visible creatures, while also getting random results from the grass. For example, if there's just one creature you haven't grabbed in an area, you can wade through the long grass or you can just keep an eye out for one wandering around. | |||
* Information about the battling creatures is visible if you tap on their HP bar: it tells you their name, level, what conditions they are subject to, their typing, exact HP, etc. Then that information is hidden again until you request it, giving a beautiful large battle arena (which looks pretty). You can even click each condition and it tells you what it is and what its effect is. | |||
* There's an auto-battle option. It plays an ad, which is a clever way to monetise the game. You don't see the battle in progress (because the ad is playing) or what XP you get, you just get told at the end if you win or not. | |||
* There are no PP. Instead, each move has a number of rounds until it is available again (including "1", in which case it is always available). This is a really nice element to the game, and it adds a tactical touch missing from PP. | |||
* Related to there being no PP is that a creature knows all the techniques it's ever learned. It can still only use four in battle, but out of battle you can switch these for any other techniques. | |||
* All stat changes come from conditions, so you never have a technique that gives you Defence +1. Instead, the technique gives you Shell, which gives you Defence +1. | |||
* Conditions continue beyond a single battle, even positive ones like Shell. They can be upgraded, so e.g. if you would get Shell twice you instead get Hardened Shell. | |||
* There are nice little touches, like the home screen having a little scene that features you active creature. | |||
* There are Traits, which I think are like Pokemon's Abilities (except you can swap them out) and Abilities, which I think are out-of-combat benefits. Just like techniques, you can swap out any you have learned. These serve as that game's equivalent to HMs, so you never need to waste a technique slot on Surf or Cut. | |||
* Five rather than six creatures in the party. I don't know why EvoCreo did this, but I think it'd make sense for Tuxemon as well, because with only five elements it's already going to be easier to cover all types. | |||
* Arenas where you have to fight three trainers in a row, without being able to go to a medical centre in between. Requires different strategies for success. | |||
* Healing potions that heal a percentage of total HP, + a fixed amount of HP. This makes them useful at any level. | |||
* Separate move slots for Elite Moves, which have a really powerful effect but a slow recovery, and Heal Moves. There are a variety of Heal Moves, some of which have benefits other than just healing. I feel like these open up a similar design space to Mega Evolutions and Z-Moves in Pokemon. A potential change: Elite Moves could start without being recharged. That way, they only become available after some time in combat - you can't spam them then switch out. | |||
* There are "classes" like Massive, Ice, Radiation and Insect which also affect type strengths and weaknesses, although I'm not sure how. | |||
* In Trainer battles you can choose to retreat, but it's a forfeit (i.e. I think just like losing by another means). | |||
* There's a button you can press to find out what your current quest is. Alternatively, a refresher could show each time you load the game. | |||
* You can "Glide" across empty spaces, and have random encounters while you do so. |