Pokémon Uranium
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something to spend your money in

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Post by PLATIN2 2015-05-05, 18:12

i remember the good old days with my gold edition and you could buy some pokedolls and place them on your desk

how about a house which you can buy and you can buy the furniture, carpet, tables, and so on
or maybe more like the pokemonbase ? (like it was in pokemon platin .... the undergroung i think)

i need something to do besides the training
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Post by Dustborn 2015-05-05, 19:09

I have spent a lot more money on the casino than I am willing to admit
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Post by masterofbalance74 2015-05-05, 20:11

If you want to spend money, get like 5 tractons with just paying for coins.

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Post by PLATIN2 2015-05-06, 09:45

masterofbalance74 wrote:If you want to spend money, get like 5 tractons with just paying for coins.

why should i do this ? buy 1 and breed
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Post by WubbaG 2015-05-06, 10:32

Or buy a ton of repels. But a base like in RSE is cool. If the Secret Power TM is in the game?
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Post by Involuntary Twitch 2015-05-06, 10:53

You can always buy all the Mega Stones and evolutionary items from the Specials shop at the top floor of the Bealbeach Pokemart. Also, in the next release there will be a Battle Items vendor who sells stuff like Focus Sash and Choice Specs for a pretty high price.

Secret Bases are a whole other deal... JV would have to do a lot of custom codes to fit those in. I think we could make them work though... but that's not a guarantee.
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Post by WubbaG 2015-05-06, 11:05

Yes then I can Scarf my Drilgann for ultimate speed!
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Post by JDogindy 2015-05-09, 13:19

Uhh... this is something that really made me unhappy with Omega Ruby/Alpha Sapphire, given the fact that you could buy clothes in X & Y.

But, I don't think that, aside from useful item shopping sprees, and the casino, there's not much for money binging.

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Post by sovest555 2015-05-09, 13:24

Yeah...especially because you can farm up A LOT of money with the many rematches one must do to level up...
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Post by Buttobi 2015-05-10, 10:46

The official Pokemon games also don't have too many places you can spend your money on though...

I am all for finding a way to make money useful but it shouldn't be a top priority.
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Post by 200158 2015-05-11, 00:25

How about adding a friend safari.It costs 50 pokedollars to go inside
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Post by WubbaG 2015-05-11, 10:18

Or just a Safari Zone!
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Post by PLATIN2 2015-05-11, 10:27

i never liked the safari zones
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Post by 200158 2015-05-11, 10:29

Why
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Post by kciwdahC 2015-05-11, 11:03

If this is possible to add and wouldn't cost the devs too much time, why not?
I for one would really like this, provided there would be an expansive array of furniture to put in your house. I'm not exactly sure how houses/bases work in the official games, but I don't think you can really go wrong here.
It would add not only more stuff to spend your money on, but also an activity (home decorating, that is) that one could spend a lot of time on.
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Post by 200158 2015-05-14, 03:55

How about adding a dressing feature in the game and make them costly like Pokemon x and y.I hope that we will get the feature soon.  

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Post by LoverIan 2015-05-14, 04:57

In all honesty that doesn't change how long it'll take to dev. Literally the difference between dev'ing 5 pokedollar pants and 18381 pokedollar pants is 1 second of typing.

Designing a clothing system, coding it into the game, spriting it, testing (to ensure everyone doesn't get crashes after loading up the program and bug testing can begin), etc with 2 people could take more than 5 months or more
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Post by 200158 2015-05-14, 05:06

But if he takes an image of the clothes from google etc. it will finish in 4 or 3 months
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Post by LoverIan 2015-05-14, 05:57

I don't think you got what I meant by designing a clothing system.

They have to make a framework for sprites. This means changing how the player character sprites work to begin with.

This changes how complex the character's look is by a long shot.
We currently just have 1 look. At most if we include the bike, 2. Then there is the battle sprites, 1 forwards, 1 behind.
This means 4 significant sprites.

We'll start of with gender difference, that makes 2 default sprites.
Now say we want to make the game more robust in customization. Say it's just skin color. Just 2 options doubles our potential character sprite differences.
Then we add the option to wear a hat or no hat. That doubles the options again.
Then 2 pairs of shirts, and pants.
If the default options are included in these, we now have approximately 32 different sprites.

But, the Devs have it set so that they've already made the two playable characters. They'd have to go back and rework the code to know that you're playing the boy, but also that you're wearing certain clothing with or without a hat and with a specific skin color.
The game doesn't have those options to start with, and potentially neither does the engine.

Now let's go back to those 32 sprites. Now let's remember they also have to do different sprites for battles. What you look like sending pokemon out, or to another trainer. Then we also have to consider are you running, are you on a bike, is the bike moving fast, or are you just moving one square at a time. Which direction are you facing?
Now let's go with a safe estimate and say they only have to draw the same combinations or parts for those combinations 8 times. We get 256 drawings.

Now consider that we have 20 shirts, 20 hats, and 20 pairs of pants, with 3 skin colors. Heck let's throw in 4 pairs of shoes and several accessories that can be put on the hat.
Imagine just how much work goes into spriting all of that.
Then imagine how much work had to be done in concept to make those sprites. Even if they used google image search, they have to have a number of options that look good together. If we use the trope of "used the first image that came up in google image search" when it comes to references, along with making options for a hat, shoes, dress, and accessory (hat flower) to put on the hat, we get
[You must be registered and logged in to see this link.]
It may not all be tailored for the mannequin, but just think about that in pokemon form. The Devs will need to take the time to ensure that there are a sufficient number of fashionable combos in differing 'tastes' to make sure that there are more than 5 combos that 'work'. In pokemon X and Y, there are a large number of fashion combos that work, but they likely had to do a lot of research, tweaking, and work to ensure that.
Plus they used 3D models which makes everything more difficult (which is why only main cast actually have a 3D battle model)

TL;DR: Sorry, but even with google image searching, this doesn't shorten the development time much. A lot of that time will be coding, and making sure that most of the combos work, or that even the combo system works. It's a difficult thing even in concept. Dev time could become .25 times longer just by them deciding not to gender lock clothing, or even that they need to make a lot of accessible clothing for both genders.

EDIT: I do want to make clear I love the idea of having clothing in game. The issue is that it's a lot of work.
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Post by WubbaG 2015-05-14, 10:13

clothing was as stupid as fudge
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Post by sovest555 2015-05-14, 11:26

LoverIan wrote:I don't think you got what I meant by designing a clothing system.

They have to make a framework for sprites. This means changing how the player character sprites work to begin with.

This changes how complex the character's look is by a long shot.
We currently just have 1 look. At most if we include the bike, 2. Then there is the battle sprites, 1 forwards, 1 behind.
This means 4 significant sprites.

We'll start of with gender difference, that makes 2 default sprites.
Now say we want to make the game more robust in customization. Say it's just skin color. Just 2 options doubles our potential character sprite differences.
Then we add the option to wear a hat or no hat. That doubles the options again.
Then 2 pairs of shirts, and pants.
If the default options are included in these, we now have approximately 32 different sprites.

But, the Devs have it set so that they've already made the two playable characters. They'd have to go back and rework the code to know that you're playing the boy, but also that you're wearing certain clothing with or without a hat and with a specific skin color.
The game doesn't have those options to start with, and potentially neither does the engine.

Now let's go back to those 32 sprites. Now let's remember they also have to do different sprites for battles. What you look like sending pokemon out, or to another trainer. Then we also have to consider are you running, are you on a bike, is the bike moving fast, or are you just moving one square at a time. Which direction are you facing?
Now let's go with a safe estimate and say they only have to draw the same combinations or parts for those combinations 8 times. We get 256 drawings.

Now consider that we have 20 shirts, 20 hats, and 20 pairs of pants, with 3 skin colors. Heck let's throw in 4 pairs of shoes and several accessories that can be put on the hat.
Imagine just how much work goes into spriting all of that.
Then imagine how much work had to be done in concept to make those sprites. Even if they used google image search, they have to have a number of options that look good together. If we use the trope of "used the first image that came up in google image search" when it comes to references, along with making options for a hat, shoes, dress, and accessory (hat flower) to put on the hat, we get
[You must be registered and logged in to see this link.]
It may not all be tailored for the mannequin, but just think about that in pokemon form. The Devs will need to take the time to ensure that there are a sufficient number of fashionable combos in differing 'tastes' to make sure that there are more than 5 combos that 'work'. In pokemon X and Y, there are a large number of fashion combos that work, but they likely had to do a lot of research, tweaking, and work to ensure that.
Plus they used 3D models which makes everything more difficult (which is why only main cast actually have a 3D battle model)

TL;DR: Sorry, but even with google image searching, this doesn't shorten the development time much. A lot of that time will be coding, and making sure that most of the combos work, or that even the combo system works. It's a difficult thing even in concept. Dev time could become .25 times longer just by them deciding not to gender lock clothing, or even that they need to make a lot of accessible clothing for both genders.


This is precisely the issue. Keep in mind also that Nintendo probably had an entire team devoted to coding that, whereas we only have Twitch and JV who would be in charge of such. (I think they could get v5 done a little faster anyways if they could recruit some helpers for JV.)

WubbaG wrote:clothing was as stupid as fudge

Maybe because how X and Y handled it wasn't to your tastes?
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Post by Involuntary Twitch 2015-05-14, 11:35

I loved the clothing customization in X and Y, but as LoverIan said, even a few appearance options require me to overhaul multiple sets of sprites and overworlds: Frontsprite, backsprite (which is animated), walking, running, surfing, fishing, and biking. Plus, JV would have to code such a system more or less from scratch. And trainer sprites are my personal least favorite things to work on. Pokemon X and Y had an entire team of 3D modelers to make all the custom outfits and a whole legion of professional programmers to make that work. In Uranium, it's only the two of us!

So, long story short, it's not gonna happen. But we'll include some other expensive shop to satisfy your shopaholic needs.
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Post by 200158 2015-05-15, 09:41

Then how about adding a place where we could adopt rare pokemon like Eevee with poke-dollars.
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Post by WubbaG 2015-05-15, 10:39

You can catch Eevee's already in the wild.
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Post by 200158 2015-05-15, 11:14

I know but it is very rare
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