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Author Topic: Pokemon Orthoclase & Microcline: Back to work!  (Read 152485 times)

GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1875 on: May 16, 2012, 09:20:32 pm »

I made a map counterproposal:



Spoiler: Current Map (click to show/hide)

I don't have route numbers, because I think it's better to wait for the people to make the routes/the plot and area design to define them.
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Skyrunner

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1876 on: May 16, 2012, 09:25:13 pm »

Looks nice. Might want to 'square' the lines? o_O
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bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1877 on: May 16, 2012, 09:28:37 pm »

Hmm? They are squarish. I don't see the problem.
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Skyrunner

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1878 on: May 16, 2012, 09:32:57 pm »

Oops, I mistook a single line for the whole :P One of them is kinda diagonalish... is that intentional?
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bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

Sirus

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1879 on: May 16, 2012, 09:34:26 pm »

No city of Boatmurdered? Or is that the purpose of the Elephant starter?
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Quote from: Max White
And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

Star Wars: Age of Rebellion OOC Thread

Shadow of the Demon Lord - OOC Thread - IC Thread

GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1880 on: May 16, 2012, 09:48:44 pm »

Yeah, that callback is our dear elephant-mon.
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Rose

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1881 on: May 16, 2012, 10:02:03 pm »

needs more skyscrape.
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GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1882 on: May 16, 2012, 10:05:13 pm »

???
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Rose

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Sirus

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1884 on: May 16, 2012, 10:20:29 pm »

http://www.bay12forums.com/smf/index.php?topic=53814.0

Spoiler (click to show/hide)
Make that the Battle Tower! Or possibly recreate the Lavender Tower.
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Quote from: Max White
And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

Star Wars: Age of Rebellion OOC Thread

Shadow of the Demon Lord - OOC Thread - IC Thread

Reudh

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1885 on: May 17, 2012, 04:47:28 am »

That should be pretty easy to do. The code for the lavender tower is present, of course, and all it needs is some editing and rewriting of events...

Maybe it'll be a HM place. Get to the top, and you can get HM05 Fly.

Fitting, no?

Johuotar

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1886 on: May 17, 2012, 05:09:32 am »

That new map looks awesome. Skyscrapes could probably be some minor location where player has to go to get fly.
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Reudh

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1887 on: May 17, 2012, 05:22:04 am »

If any of you want to jump in IRC, i've got roughly an hour and a half to brainstorm some more mons.

GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1888 on: May 17, 2012, 06:40:14 am »

But I've GOT a dot for that! It's right there by the lake! :P

(And you can fall off the top into the river, go over a waterfall, and find yourself in the area at the southern side of the lake.
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Reudh

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1889 on: May 17, 2012, 07:02:27 am »

Johuotar and I have brainstormed some more mons. They are as follows:


No. 111: Mistem. Fire/Water. Superheated mist pokemon. Very, very defensively oriented. Stalling mon, not good for anything else. Ability: Damp. Perfect Tssss killer for that reason.

112: Bajrager. Ground. An angry badger. Lots of rage/anger moves. High attack, average-to-low other stats. Stat boosting moves (Howl, Swords Dance) abound. Johuotar's idea.

113: Hambot. Ground/Rock. A little tiny Hamstone.

114: Hamborg. Ground/Rock. A boulder sized hamstone.

115: Hamborger. Ground/Electric, or Ground/Rock. (Electric/Delicious!) The Hamstone we know and love, or hate.

116: Mandatie. Normal or Normal/Psychic. A cat bayomon. Rare and coveted by nobles. All nobles are likely to have one. Cute Charm ability? Persian analogue.

117: Coppick. Steel/Ground or Steel. An animated, somewhat rusty pick. Used by dwarves to aid in mining.

118: Medeor. Normal. Blissery/Chansey analogue. WWI Medic; a small, very slim humanoid wearing a huge backpack on its back, that has a
  • symbol on it. Name from Latin Medeor "I heal, cure or remedy."



Also, I think we should have another kobold mon, unrelated to the DF kobolds, as a homage to "Kobold Quest", one of Toady's earlier games. There was sound in this game, pretty much just the Kobolds uttering sounds at you (their names?)
Names I can think of: Nogorgolorgis (probably too long), Melorgis, or Kaddabargis. These are some of the things the kobolds would utter at you.

And with that, goodnight folks!
Perhaps
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