10-24-2024, 01:33 PM
1: years ago... nearly 25 now... when I first looked at Pokémon Red/Blue.... As a fan of Godzilla movies... I... made a type chart similar to the Pokemon one.. but for monster types in Godzilla. One of which was Nuclear. 'cause... Godzilla. I don't actually remember the entire list. I might have it on an old notebook somewhere... maybe.
2: As someone who's played a variety of monster collecting games.... making one that uses ideas from other games appeals to me a lot. So what ideas would those be?
Monster Rancher: play mini-games as training. MR has a tiredness meter as a limiter, but that's tied into the time system it uses. for Pokemon I'd balance just by making it take longer than fights. Also, a lot of Digimon game lean on "finding" new monsters and not catching them. But... Pokemon already has that for special monsters. eggs as loot in certain special encounters would be neat though.
Dragon Quest Monsters: this is weird in that it has a very different idea of what equipment items should DO. DQM is an offshoot of a JRPG series with a very... traditional JRPG sense of what gear does. So DQM follows that. It has stuff like +5 defense on held items, and -20% water damage. It runs hardcore on the idea of recruiting, but recruiting isn't always story events or catching monsters, you can on rare occasions find monster eggs as loot. That tied in with randomized terrain generation, which is something some pokemon games have the idea of, but don't actually run with. The things you might get eggs from weren't actually repeatable. in DQM2 at least they had a randomized system that basically generated random dungeons to loot, each only can be looted once. But you can just get another magic key and loot that too. These had randomized monster tables and often had monsters you can't find in story mode worlds. Sometimes even villages with useful items to buy.
Digimon - famous for long evolution chains, and also branching. One Digimon game I played basically only had 6 base forms of Digimon in it. all the over 100 Digimon in the game were evolutions of those 6 base forms. I wouldn't go over 3 stages in evo lines, but yeah, branched evos in Pokemon are pretty cool.
Robopon - has a vERY different idea of what 'mons even ARE. Since it leans on the robot angle, and... has you actually modify the Robopon. One such modification.. can actually change the element of a Robopon. perhaps changing fire to water, or whatever. This is in some ways reminiscent of how nuclear types work, but.. isn't a separate unique type, just.. a random mutation. Randomly changing Pikachu to a bug type would probably kinda suck actually. BUT also... Robopon in the original didn't have Robopon LEARN moves at all. combat abilities are 100% equipped gear. the chassis has the base stats, and little else. Also each Robopon has a weapon. Most you can customize by changing the weapon, but while weapons have a very small variety of effects.. they can give BIG stat changes and weapon choice drastically effects combat strategy. But in terms of type usage, you can give any Robopon any type of software you want. So changing types at random isn't as big a deal as you can just.. give it appropriate software.
2: As someone who's played a variety of monster collecting games.... making one that uses ideas from other games appeals to me a lot. So what ideas would those be?
Monster Rancher: play mini-games as training. MR has a tiredness meter as a limiter, but that's tied into the time system it uses. for Pokemon I'd balance just by making it take longer than fights. Also, a lot of Digimon game lean on "finding" new monsters and not catching them. But... Pokemon already has that for special monsters. eggs as loot in certain special encounters would be neat though.
Dragon Quest Monsters: this is weird in that it has a very different idea of what equipment items should DO. DQM is an offshoot of a JRPG series with a very... traditional JRPG sense of what gear does. So DQM follows that. It has stuff like +5 defense on held items, and -20% water damage. It runs hardcore on the idea of recruiting, but recruiting isn't always story events or catching monsters, you can on rare occasions find monster eggs as loot. That tied in with randomized terrain generation, which is something some pokemon games have the idea of, but don't actually run with. The things you might get eggs from weren't actually repeatable. in DQM2 at least they had a randomized system that basically generated random dungeons to loot, each only can be looted once. But you can just get another magic key and loot that too. These had randomized monster tables and often had monsters you can't find in story mode worlds. Sometimes even villages with useful items to buy.
Digimon - famous for long evolution chains, and also branching. One Digimon game I played basically only had 6 base forms of Digimon in it. all the over 100 Digimon in the game were evolutions of those 6 base forms. I wouldn't go over 3 stages in evo lines, but yeah, branched evos in Pokemon are pretty cool.
Robopon - has a vERY different idea of what 'mons even ARE. Since it leans on the robot angle, and... has you actually modify the Robopon. One such modification.. can actually change the element of a Robopon. perhaps changing fire to water, or whatever. This is in some ways reminiscent of how nuclear types work, but.. isn't a separate unique type, just.. a random mutation. Randomly changing Pikachu to a bug type would probably kinda suck actually. BUT also... Robopon in the original didn't have Robopon LEARN moves at all. combat abilities are 100% equipped gear. the chassis has the base stats, and little else. Also each Robopon has a weapon. Most you can customize by changing the weapon, but while weapons have a very small variety of effects.. they can give BIG stat changes and weapon choice drastically effects combat strategy. But in terms of type usage, you can give any Robopon any type of software you want. So changing types at random isn't as big a deal as you can just.. give it appropriate software.