since i've had my fun with some other projects (including a little mobile Pokédex i'll put here in time) i've continued work on Mons v. Lions and here's some notable things
Lion Moveset
- Rest, Crunch & Hidden Power
+ Thunder Fang, Extreme Speed & Psychic Fangs
Fixes and Implementations
○ Lions no longer receive STAB on Normal-type moves
○ Lions lost 30 SpDef and gained 10 Speed (they speed tie Garchomp now)
○ Win count implemented - see how many lions a specific Pokémon has KO'd in a test
○ UI shuffled around to increase space for battle log and win count
Lions
...they're all the same lmao
Pokémon
- Anything with Curse, Coil, Iron Defense & the like boost incredibly quickly: shoutout Dunsparce for having Coil & Roost at Lv50 and Scizor for Iron Defense, Swords Dance and resistances to Normal & Psychic
- Gen 1's Rock/Grounds have done well - only being hit neutral by Psychic Fangs'll do that to ya
character design dump time
(image was done with picrew, credit in image below Absol)
also, obligatory
some things of note, about an hour in with just over 1000 lions gone:
○ Regirock and Spiritomb have both been placed in Superhell for their crimes (boosting with Curse incredibly quickly and becoming nigh untouchable, taking over 300 lions each, will have to figure out crits in a future update)
○ touching on the mechanics side of things;
• both Pokémon and Lions are at Lv.50 with no EVs and 15 IVs
• all Pokémon have the 4 moves they would know if found in the wild at L50, as accurate to their data in SV (all of em have movesets there lmao) -- the Lions are rolling with Double-Edge, Slash, Crunch & Rest
• speaking of Lions, they're typeless creatures with 93HP, 101Atk, 78Def, 98Sp.Atk, 73Sp.Def and 92Speed, but still get STAB on Normal moves because, in the words of one Hobie Brown, "I don't believe in consistency"
• this isn't conclusive yet, as while mons can boost their stats they can't drop theirs or their opponents, lions may need a moveset tweak so i won't have to murder Regirock, Spiritomb and any other smug Curse boosters, and quite a number of actually possibly good moves (CounterCoat, Transform, Super Fang & co, etc.) don't work yet
i'm gonna let the sim run while i sleep, feel free to ask questions if you actually find this
and if one more little bitch starts Curse steamrolling so help me Arceus i will
how can you tell i've gone insane? by the fact that i'm currently trying to measure 1B Lions v. Pokémon in 1v1 autobattles
how can you tell i've gone insane? by the fact that i'm currently trying to measure 1B Lions v. Pokémon in 1v1 autobattles
real. making a creature collector -- one that is actually quite similar to Pokémon -- in Turbowarp of all engines, and while the merits of an innate understanding of what i'm working with is nice, i have no idea how i'm going to make the collection aspect work with that local storage extensions; at bare minimum one creature has six individual parameters to decode and pack into the boxes on boot. rinse and repeat 30 times, and repeat that for however many storage boxes end up allowed and just... ough
a lot of what stifles me with web game dev is the urge to keep the save files small. i keep it very conservative to make sure the player doesn't bump into browser storage issues and i also like that you can just copypaste your save anywhere as a plain text string! however if i want to do anything complex then that becomes the bottleneck. at some point i'll get back into Godot and make the most gratuitously intricate simulation game i can come up with. parasitizing people's hard drives to incubate enormous procedural map files