Areas #8

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opened 2018-09-30 02:38:48 +02:00 by EpicKnarvik97 · 0 comments

EpicKnarvik97 commented on Nov 24, 2017

Different areas should have pokemon of diffent levels, and some pokemon should only appear in some areas. At this point, all wild pokemon should be picked from a list of possibilities. Each picked pokemon should have some identical base stats, but also some random properties. When picking a pokemon to spawn, all pokemon should contain an area id of the area where they are allowed to spawn. Different areas should have different base levels, which sets the lowest level a pokemon in that area might have. This is to avoid the player becoming too over powered too soon.

GReaperEx commented on Nov 25, 2017

It needs general navigation, like areas in which the player can move. How will it be done though, in a grid with North/West/South/East or simply with linked rooms? And how will everything be drawn, just text or ASCII art too?

EpicKnarvik97 commented on Nov 25, 2017

I did explain it a bit in issue #3. I am thinking ascii art representing different structures and enviroments. Some places will need to load a new map, while keeping track of which entrance used. One way of implementing such a map, would be a text file containing a square with the whole map drawn as symbols. Something like this could be used to extract a portion of the map. With this approach, it would be easiest to use a centered + as the player, and let the map scroll for each step. If there are better ways of doing this, we should look for what gives the player the best experience.

EpicKnarvik97 commented on Nov 24, 2017 Different areas should have pokemon of diffent levels, and some pokemon should only appear in some areas. At this point, all wild pokemon should be picked from a list of possibilities. Each picked pokemon should have some identical base stats, but also some random properties. When picking a pokemon to spawn, all pokemon should contain an area id of the area where they are allowed to spawn. Different areas should have different base levels, which sets the lowest level a pokemon in that area might have. This is to avoid the player becoming too over powered too soon. GReaperEx commented on Nov 25, 2017 It needs general navigation, like areas in which the player can move. How will it be done though, in a grid with North/West/South/East or simply with linked rooms? And how will everything be drawn, just text or ASCII art too? EpicKnarvik97 commented on Nov 25, 2017 I did explain it a bit in issue #3. I am thinking ascii art representing different structures and enviroments. Some places will need to load a new map, while keeping track of which entrance used. One way of implementing such a map, would be a text file containing a square with the whole map drawn as symbols. Something like this could be used to extract a portion of the map. With this approach, it would be easiest to use a centered + as the player, and let the map scroll for each step. If there are better ways of doing this, we should look for what gives the player the best experience.
EpicKnarvik97 added the
help wanted
label 2018-10-01 20:11:57 +02:00
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Reference: EpicKnarvik97/pokemon-cmd#8
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