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Honestly, coding a battle setup up to the level of, say Red/Blue is not hard. Lots of elements, sure, and newer games make things somewhat harder, but it's such
by Bartweiss 9y ago
Honestly, coding a battle setup up to the level of, say Red/Blue is not hard. Lots of elements, sure, and newer games make things somewhat harder, but it's such a convenient structure that things aren't hard. It's a common sophomore/junior college assignment, and far easier than features Go already has like location management and anti-cheating.
The delay point is much better. I don't think GameBoy style fight-to-capture would have been good, the technique used (basically Safari Zone, actually) was solid for that. But I think full PvP against other players would have been a huge hit - certainly it's why I never joined.
- squeaky-clean 9y ago> The delay point is much better. I don't think GameBoy style fight-to-capture would have been good, the technique used (basically Safari Zone, actually) was solid for that. Only because the whole point of the game became grinding on simple pokemon to turn into candy to level up / evolve other Pokemon. It's a circle of crappy game mechanics requiring other crappy mechanics to work. Sure, it would suck to need to actually fight 800 other magikarp to get a Gyarados, but that's not how any other pokemon game works. I can have my magikarp fight any other pokemon and gain xp. I was able to do a red/blue style combat game for a homework assignment in Java. Not saying it's really easy, but it's not incredibly hard, and like you say, it's not harder than anti-cheat or many other things in the game. Also, if using a normal pokemon battle mechanic, you don't have all the issues with cheating at gym battles, and latency that the current game has.