As the title says, freely switching Pokemon will be removed from the game. Too many unintended factors arise from this. The whole team mechanic will be revised. Instead of switching whenever you want, you must go to a PC to select a lead Pokemon, which you play for the remainder of the time you stay . If you faint, you can then switch. You are also limited to a party of four Pokemon instead of six(Not sure about this part). In PvP, mainly organized matches, you can choose to set up a party of Pokemon. It becomes 1v1(if only 2 players battle each other) until you or the opponent faints, which is when the round ends and both opponent can choose to be another Pokemon. Items such as Red Card will force the round to immediately in PvP, but nothing in PvE. Volt Switch, U-turn, etc. will not force any switching, and will act as regular attacks. Got any ideas, suggestions, objections?
What's on your mind?
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Pokemon Arena X - In-game News
Might as well make it official or whatever whatever.
I'm going to promise, a promise signed with my blood and all that jazz, that I will become more active in my spare time when it comes to making models. However, I will only build things that I want to build, otherwise I'll have to force myself to do things which in turn will turn me off from building things which ultimately results in me taking yet another bloody hiatus. I don't know when or what, but I'll probably start with Skarmory.
Just Updated
As of this announcement, PAX will be redone in that the game will be less complicated. The fear of players made be reconsider how the game should be. The goal here will be to make PAX less data-heavy and emphasize the focus on gameplay.
The following will be removed:
-Almost everything will be available from the start. "Almost" because some content may be unlockable, though I haven't decided on everything yet. -The loading screen will be gone, or at least be faster. This will be good news to most of you who hate waiting. The purpose of the loading screen was to load data and data-related assets. With values for at least 1000 PC box slots and 600 bag item slots, it would lag a lot if it was all loaded immediately, forcing me to create a long loading screen. Now that most of those aren't needed however, expect less waiting. -Removal of levels and exp. Every Pokemon will be as if they were level 100. Individual levels for each Pokemon obviously still requires massive data use, so removing leveling entirely would solve that. In the older versions of PAX, you may remember the single level stat that players had that increased even if the player doesn't do anything. That's not coming back either, of course. Instead, something similar to a ranking system will be created. More details about this will come in the future. -With removals of features mentioned above, other things not mentioned will be removed/scrapped as a consequence: trading Pokemon, breeding, move tutors, anything involving evolution(not mega evolution though), and others that I can't name at the moment. These features weren't added/fully completed yet anyway, so not much is lost here, unless you were waiting for them with high hopes.
While features were removed, some will stay, such as: switching, exploration, missions/quests, certain shops, base building, items such as costumes, etc.
You can also still set up your team of Pokemon. The biggest difference between now and then will be that you can set up your Pokemon any way you like and save it as a "loadout" for future teambuilding use. Setting them up will be similar to how you set up Pokemon in the Pokemon battle simulator Pokemon Showdown. This will probably require some data use though. I'm not exactly sure how this will work out yet, but I'll keep thinking.
Since you'll have almost everything from the beginning, there won't be much incentive for fighting enemy Pokemon. To substitute sticker drops, costumes and other novelty items will drop instead. While they may use data and can disappear if a data wipe occurs, they aren't as key to the game as a whole box of hard-earned Pokemon would be.
In a way, PAX is sorta going back to its roots. The "rewarding" aspect of the game is lessened, but in turn gameplay would hopefully improve. Ideally, the game would become something you'd want to play because you want to have fun, like Super Smash Bros., rather than a game where you just want to grind for everything and be done with it.
If you have any ideas, concerns, or objections, post them here.
After playing a few ROBLOX games, I began to worry. In each game, there would almost always be a script kiddie. With the existence of cheat engine and other exploiting programs, it's hard to make a good game these days without the players ruining it.
I don't really know what to do right now. PAX'14, in its current state, is vulnerable to exploits. I'm in a conflicted state where I'm deciding on a couple of options: I could just continue the game, but risk the large danger that script kiddies will invade my game just like back then in the older PAX(s), or I could restart the entire game from scratch (for the 20th time) to accommodate to the use of FilteringEnabled, a feature that prevents most types of exploits but pretty much breaks PAX'14. A lot of work was already put into the game too.
What do you suggest?
Due to lack of attention to the wiki, I have created a Twitter page for PAX. This way, you can be notified of news and other stuff there. The wiki will still be used of course; the Twitter page is just an alternative for those who don't know how to navigate through the wiki to get the news.
Follow PAX @PokemonArenaX14 on Twitter!
k guise, even though none have of you have done anything value-related these past few months, read this. Text91, whom some of you may know for being notorious for something in the past but I won't mention because that's irrelevant to this topic, has decided to finish almost every value. For all you lazy dr's, yes, this means values are pretty much done. Be sure to express your thanks. Now for you model makers, I still expect work from you, so get working now.
miek's suggestion was to have a personal server building place for map #1. If you want to help just say here. http://www.roblox.com/drs-house-place?id=185962136
You guys be slackin work on some moar values damit
its been liek 2 months since someone last maed one wtf du u guise care about this gam at all
we got ppl liek dertev and saik wurkkin hard on models and we got doosh phags liek dr not doin shet
mak sum moar valus u kraps
The new anticipated feature was just released today. If you don't know, this feature, called Solid Modeling(also known as CSG Modeler in the past), allows for a more detailed building style. You can place an indent into a sphere or create an actual pentagon part. Collision is not ready yet though. The huge difference is that there won't be much lag if this is used, as the number of parts is minimized.
For PAX, this means more detailed models. Porygon can actually be built as one part rather than a bunch of cframed wedges(dertev pls). Roggenrola's ear thing would be an actually indent and not a yellow ball extruded outwards. The possibilties are infinite. So kids make me better models nao k
This is an experiment with a new approach to the game's development. Every once in a while, we will focus development on only one Pokemon/Pokemon line until it is done. It will include building the model(s), finishing the value(s), discussing the mechanics and moves, etc. of that Pokemon. Of course, everyone is still free to work on stuff for other Pokemon at the same time, it's just that it won't be priority.
Assuming this will work, it should speed up development, as long as everyone is cooperative. I will start our first highlight later.
Another new mechanic is introduced: Dash Attacks
Ever played Kid Icarus: Uprising? No? In that game, dashing allows you to dodge attacks with ease and travel faster. Combine an attack with the moment you start dashing, and your attack changes, depending on which direction you face.
Similar case here. Recall dodging from PAX'12. Pressing Q, E, Z, X, and C force you in a certain direction, although quite slowly. In PAX'14, this is changed. The dodging mechanic is now called "dashing". Instead of pressing the aforementioned keys, double tapping a directional key (W,A,S,D) will allow you to gain a temporary slight boost in movement speed. Unlike the dodging, you aren't forced in a certain direction. You can change your direction mid-dash. The dash lasts for a short period, about the same amount of time it takes to fully dodge in PAX'12.
Now back on subject, dash attacks are new to PAX, and in PAX'14, they work similarly to KI:U's dash attacks. To perform one, dash and attack (click) at the same time. Of course, you can't do that right now, 'cause delays. Once you use a dash attack, your attack will probably come out differently than before. Probably because not every move will have this mechanic. The direction you initially dash towards will affect the outcome as well. Dashing forward, sideways(both sides), and backwards will result in different dash attacks.
Here's an example:
Surf -No Dash: Water pours down around the user(just use XY's animation as a visual) -Forward Dash: User rides on a wave of water that goes forward -Side Dash: stuff -Backward Dash: User launches a flat wave of water forward
This expands the amount of options for a Pokemon to attack from four to a maximum of sixteen (taking only moves in mind). However, as stated before, not every move will have dash attacks. Moves like Scary Face (try thinking of something for that) will work as they usually do when used with a dash.
Dash attacks usually won't affect the damage and/or effects of the move. They'll stay the same in most cases. The only significant changes would be the animation, which plays a huge role in battles by determining how moves hit and whatever, and energy usage.
In sum, dash attacks are different variations of a move that can be used when attacking and dashing at the same time. They can be used decisively, whether to get away, or to hit an opponent where they least expect it. My hope is that this mechanic would spice up battles, expanding on players' choices other than just sidestepping and firing the same predictable move that was of old PAX(and OPA).
and dat wuz my essay thx
With much thinking, I decided on delaying the release of the beta. With only a small, limited amount of time to work on the game and exams to deal with, I won't be able to send it out so quickly. The trailer will still be released on the 10th however, so don't fret so quickly.
The beta will be released on June 13th, three days following the release of the trailer. It will be out at a late time, so that I can make any finishing touches.
More, but not all information about beta:
-Most of the testing will involve PvP -PvE will be included, but there will only be a small amount of random missions; no story -Evolutions and Mega Evolutions won't be included cuzblamedertev -Three starters are available cuzthankdertev -Animations aren't guaranteed for all Pokemon for the time being, due to time and money constraints -No saving
A new rule was created.
To make animating easier, builders should create a "rig" for their models. This means placing invisible parts at the points where limbs move.
For example, look at a standard Robloxian. The rotate point for a Robloxian's arm is at the top half. If a "rig" was needed for the Robloxian, you would place a part at that exact location of where it rotates.
Doing this will greatly reduce the time to add a Pokemon. This rule is optional, but strongly recommended for faster production of the game.
At the current slow pace of development and E3 2014 being near, June 10 would be the time to bring up hype to fans.
What does this mean, you might ask? This year during the time of E3, but not directly at the event of course, an actual trailer for the game will be released. The previous trailer was a teaser trailer, as it didn't provide much about the game, only small tidbits of gameplay.
But wait, that's not all! The game will also open for closed beta testing on the same date. Select people will be chosen to test the game early, before it is released to the public. The actual game will be released on July 1st, 2014. Mark your calenders for the date when the game will be delayed again released!
tl;dr- hurry the hell up with those values and models
If you've played the early version of the new game before, which was a personal server, you would probably remember how parties worked. You create a party and invite people to join that. In the party, you and your team members can't attack each other.
The new game will slightly change how it works:
PvP- Players in parties can attack each other. While you might think that this might be bad, it can promote team work in more ways than one. For example, if a player is using a Pokemon with the ability Water Absorb, it may have to rely on its teammate to use Water-type moves on it to heal up. Abilities like Friend Guard would also have use.
PvE- Players who lead a party can choose whether to have friendly-fire on or not. PvE, unlike PvP, is a less competitive mode, so players can choose to play casually with each other or try to be douchebags and kill one another.
Originally, the plan to obtain Pokemon was to "craft" them, gathering a bunch of items and putting them together to "summon" a Pokemon. However, this can get complicated, as there would have to be a lot of items, too many for the bag to handle, especially with saved data.
The new idea is to use a Pokeball like item that "captures" Pokemon. When the item is used on a Pokemon, it becomes a sticker to collect, which you can turn into a Pokemon or just sell it for money.
This has been announced before. Special Move(ment)s are unique abilities that some Pokemon possess. In an earlier announcement, floating and flying were introduced as Special Movements. Now, that list is expanding.
The parentheses around "ment" in Movements is to show that this new mechanic isn't limited to just maneuverability. As this is a fighting game, I'm deviating away even more from the traditional turn-based RPG's. If you've ever played Super Smash Bros. or watched the anime, you would notice that Pokemon are able to do things that they wouldn't normally be able to do in the main game series. For example, Lucario can use stronger attacks when it takes more damage in Smash Bros. and Froakie can use its "frubbles" in the anime. Special Move(ment)s can range from actions that can be considered a new move to just making contact for an effect.
In the new game, flying and floating are just two of the many special move(ment)s of a myriad of Pokemon. Here is a list of a few(Not all are final):
-Like the example described above, Froakie can use its "frubbles", and in PAX, as traps. -Galvantula, like real life tarantulas, can jump pretty high. -Ferrothorn and Druddigon, being spiky, cause opponents to trip just by touching. -Pokemon with shells such as Squirtle, Turtwig, and even Clamperl can hide in their shells for a second, blocking some attacks. -Banette can open its mouth and trip nearby players.
Special Move(ment)s don't take up a move slot. They're automatically available for their respective Pokemon, no need to breed or train for them. In fact, they are accessed through specific methods. Some are easy to figure out and use, such as flying, while some like Banette's mouth opening are hidden. This new mechanic can aid in battles and serve for competitive use.
As those of you familiar with the official games know, accuracy and evasion are in-battle stats that affect the chance of whether a move hits or not. Since these purely depend on luck under normal conditions, they can be extremely annoying.
I announced sometime ago in the Back Room group that accuracy and evasion take effect when the player dodges. Seeing how illogical this was, I am now announcing this mechanic's removal. Whether a move takes effect or not is now dependant on simply if it physically hits. Into specifics,
Evasion is no longer an existing condition. Before, I said that dodging would give the player a chance to completely shrug off a move, even if it touched. Now, any moves touching the player will take effect regardless of whether he/she is dodging or not. Moves that affect the evasion stat in official games will be modified in this game. Examples include Defog only removing hazards and Double Team producing false clones of the player(although I'm deciding on how it should really work, since cloning the character would produce lag).
Accuracy, unlike Evasion, will be a (temporary, perhaps timed) stat. Depending on how much accuracy the player has, certain types of moves will "home in" on opponents. The higher the accuracy stat, the easier it is to hit the opponent. For example, having x2(max) accuracy will allow the move to follow the opponent all the way, while having x1.2 accuracy will only allow it to turn a little bit towards the opponent before going traveling its initial direction again. I say "certain types of moves" because homing can't be applied to moves that have an AoE effect or travel in a straight path like a beam. Using a move like Lock-On or having the ability No Guard will force moves to home in on opponents (or opponents' moves to home in on you, in No Guard's case).
Here is a picture list of all the generation 1 pokemon that are left to be created...
Red - Model is completed
Blue - Model is either being worked on or completed
No Marking - Model needs to be created
As some of you might know, the demo isn't going to be released anytime soon, not at such a slow rate. The expected goals weren't reached as planned. To accommodate and get some form of the game released sooner, I'm narrowing the priority down to Generation 1 Pokemon only.
For you value helpers, try to get at least one value(Gen. 1) done each day. With consistent contribution, we'll finish them all soon enough. If you don't want people doing a value you were doing first, post down here to claim what you're doing.
As for model makers, I encourage more development on Gen. 1 models. You can build whatever Pokemon you want, but it won't be used so soon. To speed up the game production, building Gen. 1 models is priority.
If you wish to help out with models or values, post below and ask or look around the wiki for more information.
If progress is fast enough, hopefully much faster than now, a demo should be able to show up around the first week of April.
Good luck guise, and thanks to all who are/will be helping.