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Misc Customs Project Forum A subforum for all project based customs that generate numerous threads related to the same project. |
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#133
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Re: Project Pokemon Design Thread
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1) We can't get the zombie to move on the printed card. 2) More seriously, if you have one weakness and one strength, you miss half of the purpose behind type compatibility. A single entry at the bottom of the card referencing Pokescape-specific types should serve perfectly fine. Quote:
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#134
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Re: Project Pokemon Design Thread
Also, I referenced symbols a couple of times in the last two posts. I found this excellent graphic to represent the various type symbols based on the CCG.
Spoiler Alert!
What do you guys think of using these symbols as the standard? |
#135
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Re: Project Pokemon Design Thread
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1) Dragonair/Dragonite often have Thunderbolt. Compared to say Ampharos (an electric pokemon of roughly comparable power) the dragon's Thunderbolt should/would not do as much damage as the Ampharos's. Hitmonchan and Nidoking/Queen also often have off-type attacks. 2) Most normal attacks and certain other attacks (like Bite/Crunch) are often on pokemon that do have a corresponding type. Sometimes these attacks (like Bite especially) are "signature" attacks. If we were to include STAB it would be in the background and not explicitly spelled out on the cards. Assuming that a figure's normal attack value would represent a Normal type attack, it would also help to make Normal type pokemon more playable in a field that's sure to be dominated by special attackers. I don't need no instructions to know how to rock.
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#136
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Re: Project Pokemon Design Thread
Thanks, Xn. I knew the effect, I just didn't know the name.
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Agreed. |
#137
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Re: Project Pokemon Design Thread
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I don't like the "Catch" ability because Mindshackle is an annoying attack in the first place. "Oh you got a lucky roll and took control of my best guy? Awesome." I DO like the Team Rocket's Contraption idea, but that's just as easily represented on a trainer card. I'm getting off on a tangent, as this isn't what's currently being voted on, but I just don't feel like trainers as figures makes sense. FiddlerJones Customs "I ended up with forty acres; I ended up with a broken fiddle -- And a broken laugh, and a thousand memories And not a single regret." |
#138
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Re: Project Pokemon Design Thread
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As far as trainers go, I mentioned an idea for "gylph" trainers. What we could do is have "unseen" draftable trainers that you have to draft, have special abilities, but no figures represented on the battlefield. They would have to be Pokescape-specific though. This idea would not work in classic HS. But then, who's going to want to have a non-combat trainer on the battlefield with classic HS figures anyway? |
#139
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Re: Project Pokemon Design Thread
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While those sybols look great, I think plain text would be easier to understand. Simply stating Quote:
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I don't need no instructions to know how to rock.
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#140
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Re: Project Pokemon Design Thread
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#141
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Re: Project Pokemon Design Thread
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Last edited by mac122; April 12th, 2010 at 02:31 PM. |
#142
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Re: Project Pokemon Design Thread
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I don't need no instructions to know how to rock.
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#143
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Re: Project Pokemon Design Thread
I think those symbols are a great addition to the card layout. The few templates I made used a couple (the ones that were actually in the TCG) and I was dreading trying to make the types not represented (Poison, Ghost, Dragon, etc.)match the official ones. I think the symbols should go above the name where the general's symbol would be normally and the type name would be underneath where the general's name would be. Are we going to represent dual types in the card or just primary/iconic types? IE: Charizard is obviously known for being a Fire type rather than a Flying type.
As for what should be included in master sets, I think that besides the starters lines we should keep the rest to things that only have 2 forms in its evolutionary line. Having the 1st and 2nd stages but not the 3rd forms of the evolutionary line seems really lame to me. Having Abra and Kadabra for example in the 'master set' and Alakazam in a later set, for "anticipation" seems lame to me. While that does seem like something Wizards of the Coast would do if they were actually producing this, it seems to be completely unnecessary for us to do. I think anytime a Pokemon is 'released' by us all of its forms (at least that ones in the current generation we are working on) should come with it. This would mean switching Pidgey/Pidgeotto for probably Spearow/Fearow, in the master set, and then Abra/Kadabra for maybe Drowzee/Hypno. Also, is the goal of this project to make a card for every single Pokemon? Or just chosen 'highlights' representing each generation? Making 493 customs or even 151 seems like an exhaustive undertaking and I fear at some point interest would dwindle or cards would start looking too similar. |
#144
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Re: Project Pokemon Design Thread
One thing we haven't addressed but I think we need to:
When it comes to designing and playtesting cards, we should have a set deadline for each. Like, say when it's your turn to design, you need to have your design in by the following Sunday. Then, voting lasts until the next Sunday or until it gets >50% (or whatever) of the vote. Do a similar thing for playtesting. WE need a little bit of structure here or down the road we'll end up with procrastination and dwindling interest. FiddlerJones Customs "I ended up with forty acres; I ended up with a broken fiddle -- And a broken laugh, and a thousand memories And not a single regret." |
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