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Just a thought

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Tenma

Trainer
First of all Thank You for this remarkable game, i love it and i hope it will one day make it to completion.

My main suggestion is with the old 90 degree movement, since the world is now three dimensional is it possible to implement a free-walk option like free-look (not being bound by 90* turns).

I've read the suggestion for a pokemon PvP in the pokemon center i like that idea.
an outside option like that could be implemented if players had a talk option that open's a menu to things like:
* Trading (Items/Pokemon/Money)
* Battle/Challenge (challenge invitation sent to other player Accept/Decline)
* Party (if Dual Battling is introduced)
* Talk/Chat

The distance between towns seems quite small, i'm not suggesting an Oblivion size walk from one side of the world; just bit more in between to make it more adventurous and less stream line.

Question:
I noticed that there was no ground leveling in pokemon 3d everything is flat with ramps, just wanted to ask "why is that?"
 

Prince Vade

Champion
Trusted Support
Retired Mod
You are not bound by 90 degree movement, try moving your mouse instead of using the keys :p
But free movement has been suggested, and put in at one point in time. Problems galore. I have no idea if it is still being considered or not :/

All multiplayer is being implemented at the moment, nobody has an ETA on that, and we all want one.

The spacing inbetween cities, like routes, is based off the actual games, so it goes by that.

The ground was never "leveling" in actual Pokemon. The angle was skewed so it kinda seemed like that, but you aren't going uphill all of the time :p
 

Tenma

Trainer
It would be good to move diagonal or at least the direction of the camera.
but i hope the multiplayer option goes well, i introduced Pokemon 3d to my little brother and he hasn't stopped playing.

I think it would be good to have actual height to built up areas and not ramps on the main map (like in caves), it would bring a real world feeling to exploring (like knowing why i can't get to that area because it's too high).
I don't think everything should be a 3D carbon copy of the gameboy games since theres an opportunity to improve and be original.
 

snoe

Active Member
Tenma

this is why free movement is bad mmmkay?

The thing about free movement as opposed to grid movement is that pokemon games were designed around grid movements.
If you change the movement style you have to change the programming for:

Wild encounters
Repel steps
Day care steps
Eggs
Bicycles
Surfing
Hidden items on the ground
Ledge animation

All of these are integrated with how the player moves. The game wasn't designed to have you falling off ledges back wards. Bicycling backwards or sideways. Etc. it a fundamental part of the game and affects factors within the game majorly.
http://pokemon3d.net/threads/2177/
 

Tenma

Trainer
Well backwards movement in pokemon doesn't matter or even perhaps sidestep, but i'm not sure about ledge animation (i'm guessing you mean falling animation, there technically is that already).
Also i figured the wild battle encounters set to the ground tile area(grass, cave, water, etc), so moving in any direction as long as its in the tile area will work.
Ground steps should be tied to the walk animation so the step count wouldn't change.
 

snoe

Active Member
Well backwards movement in pokemon doesn't matter or even perhaps sidestep, but i'm not sure about ledge animation (i'm guessing you mean falling animation, there technically is that already).
Also i figured the wild battle encounters set to the ground tile area(grass, cave, water, etc), so moving in any direction as long as its in the tile area will work.
Ground steps should be tied to the walk animation so the step count wouldn't change.
it's based on a grid. moving backwards on a cliff would create an error because there is no animation for it
the sprite sheet is based on the direction one is moving and relies on 9 positions. sidestepping would require a redesign of the sprite system, (which has been a fundamental system for over 20 years)

events such as encounters and battles are based on the entrance and exit of a grid square. have the possibility to be in between two squares or even four at once would seriously f**k up the programming on how to react to up to 4 seperate events being triggered at once.

trainer spotting would be incredibly buggy especially since the trainers move in straight lines towards the player and the AI movement is scripted to the grid.

the being in 4 squares at once thing would really mess up the counting of steps which are also based entirely on collisions with blocks not on the movement of the player.

remember the avatar is just for show, it represents a pointer reference for a grid coordinate which by the way would cause havoc if the program is set for integers and not decimals.

diagonal movement can lead to entering otherwise impossible areas and getting stuck in out of bounds areas.

items are based upon the grid system. if you bring back the 4 squares at once instance, if you happen to touch an area where theres a visable item, you are essentially making the game place you and an unpassable object in the same place, might as well just nuke the computer dead right then and there because it's just going to crash the game.

free movement + pokemon = bad
 

Darkfire

Administrator
Administrator
P3D Developer
What i would like to see is the camera not dictating which direction you move
mouse moves the camera and wasd moves you
 
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