anglerdrake99 - Angler Drake
Angler Drake

Mostly reblogs, occasionally photos

229 posts

Team Magma Urgent Memo

Team Magma Urgent Memo

Team Magma Must Receive More Boops Than Team Aqua.

This is imperative.

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More Posts from Anglerdrake99

11 months ago
Photo By Kira Gyngazova

Photo by Kira Gyngazova

11 months ago

Do you? Do you have to comment?

Oh yeah it's easter

Someone fetch me that Pokemon manga page with all the crucified gen 5 gym leaders

11 months ago
Project Pokemon Is On A Lost Media Search For The Pokemon Dream World Visuals And Flash Minigame Files

project pokemon is on a lost media search for the pokemon dream world visuals and flash minigame files so that it can be brought back and played again by the pokemon community! if you still have the computer or harddrive you ever played DW on before it shut down, it’s worth checking no matter how small the chance is! the files can be hidden in your old browser cache!

the call for help including instructions on how to check your old windows computer for the files can be found here on project pokemon! extra instructions for mac are below the cut!

thank you so much in advance for checking and spreading the word!! let's get this thing back, i want to get the full gen 5 experience back just as much as the rest of you!

if you are on mac, the filejuicer software can be used to check chrome's cache and your safari cache can be found in the following locations:

Project Pokemon Is On A Lost Media Search For The Pokemon Dream World Visuals And Flash Minigame Files

feel free to reach out to either me or the flashpoint discord server if you have any trouble!

11 months ago

Y'all ready for a certified neurodivergent moment?

I had to sit through a thing I absolutely did not need any info from, and typed up a massive outline of the soulsborne pokemon game I just talked about. Massively cringe, yes, but hey it's not just living in my head anymore.

I've had this idea brewing in my head for a while now, pretty much ever since PLA came out (and I found it kinda disappointing tbh). Even though Hoenn has lots of love, it still feels like the most "grand" region in terms of the scale and themes of its lore, so I liked the idea of using it for a legends game that focused on the initial clash of Kyogre and Groudon. I had so many ideas brew in my head, and I guess now I sloppily typed them out.

Obviously this isn't actual game design. This is just me being cringey and detailing my dream pokemon game. At 26 years old. Anyways.

Pokemon Legends: Jirachi

In the times when Hoenn was young, the earth and seas shook. Titans roam the land- powerful individual pokemon that shape their environment to their liking. Humans and pokemon work together to keep them under control, but the earth and sea themselves shake, and Titans only grow more numerous. One day, a human wishes on a shooting star to become a hero and save their land, and something from up there answered.

In this game, Jirachi would be a kind of invisible "questmaster", giving an in-game reason for path markers, quest markers, and points of interest marked in stardust and sparkles. Once the main plot is completed, Jirachi would be able to join your party.

Core combat

The gameplay would be souls-like or Monster Hunter like, but with direct parallels to mainline pokemon mechanics. The six stats would be the same, and the four moves your pokemon can learn would be equivalent to the attack interface of a soulslike game- four trigger buttons. You would take direct control of one "primary" pokemon at a time, and use it as a souls-like character.

HP, Def, and SpDef would be largely the same, with the added benefit that less damage taken means more resistance to trips and staggers.

Atk and SpAtk are also pretty clear cut, scales your damage output per move.

Speed would be analogous to stamina or endurance. Dodging would work as in soulsborne games, and consume stamina. Most pokemon walking, running, attack speed, and dodging speed would be largely equivalent, but high speed pokemon would be able to sustain rapidfire attacking, frequent dodging, and continuous sprinting for longer.

Accuracy would be reworked into lock-on or charge up time- eg, a low accuracy move requires you to stay in one place for a longer amount of time before releasing, to charge up or lock on (imagine how swag ass this would look with focus blast).

PP would correspond to cooldown time. Each move would be infinite use, but have a cool-down after its used. So a move with high accuracy, but low PP, could be used instantly, but not spammed. High PP, weaker moves would then see an increased niche as a "default" light attack that can be spammed.

Attacks could also be ranged, up close, AoE, and have other features that would need to be tweaked and balanced in implementation. They wouldn't one to one map onto their in game counterparts, but this would at least provide a vague guide for how these moves work that builds on players assumed existing knowledge of pokemon games.

Special attributes, like never-miss moves and priority moves, would have features that play into this- eg, priority moves could be spammed with no cooldown, and never-miss moves would be immune to inhibiting effects.

Stat changes could be temporary effects applied to yourself when using the move, like a buffing spell in soulsborne games.

Nonvolatile status effects (paralysis, burn, sleep, etc) would work similar to monster hunter- invisibly accumulating triggers that occur as a side effect to to moves, or in the case of moves that directly trigger status like Spore or Thunder Wave, they would not do direct damage, but instead add massive amounts to the accumulated status trigger.

Field effects (weather, terrain, and special effects like wind, gravity, etc) could be set by regular pokemon moves in small areas, but would also be frequently encountered in the overworld.

Examples: the vibes of potential starter pokemon.

This is all just for the purpose of giving examples of how I envision some of this stuff working. Assume each pokemon would have regional variants that scaled their stats appropriately. This is just to show how different playstyles from the mainline games would translate to this format.

Lucario: example mixed offensive pokemon

Moves like aura sphere could be used with no lock on time, and little to no cooldown, forming the basis of a normal, light, ranged attack.

Moves like Close Combat would have no lock on, but give a temporary debuff and have a long cooldown time before they could be initiated again, making for a quick to use but infrequent heavy attack.

Swords dance and/or nasty plot could be used to provide a temporary buff for a period of time.

Focus blast would take a long time to charge and lock on, making you a sitting duck.

Reuniclus: example tanky pokemon

Light Screen and Barrier could lay down static areas on the ground. When an ally pokemon is located within them, they provide their corresponding defensive buffs. Cooldown for reusing them starts when these floor areas disappear.

Recover could be used to heal, but would have a long cooldown.

Liepard: example technical pokemon

Yawn would inflict direct sleep "buildup", but over time as opposed to instantly.

Fake out would instantly proc a stagger from the enemy, but could only be used in a certain time range upon being sent out.

Moves like taunt and torment function as usual.

The trainer and overworld traversal

Even though the player has direct control over pokemon, the MC is still a trainer, and pokemon are still capture in balls.

The trainer would be on the sidelines, with idle animations ordering the pokemon to do stuff.

Only one "controllable" pokemon could be outside of a pokeball at a time, or all of them could be stowed in pokeballs to directly control the trainer. The trainer can interact with NPCs, gather items, etc.

The trainer would also order "helper" pokemon. One or two "helpers" could be added independent of the party that would follow the trainer around constantly. Each pokemon has a list of field "helper" abilities they're capable of doing, independent of what moves they know. By targeting something that a helper pokemon can interact with in the world, the trainer would order that pokemon to zip out and interact with it. Think Republic commando. This takes the role of HMs and other field moves. For areas that require things like Surf of dive, the helper pokemon would exert a field of influence that essentially allowed the primary pokemon to act normally- eg, a surf helper would cause an area of surging upwards surface chop that lets the primary pokemon walk on water, or a dive helper would create small air bubbles centered around wherever the primary pokemon breathes from.

The trainer can also provide small support in the form of items, but this would be limited to encourage sensible use of stat boosting moves.

Pokemon would still be captured in pokeballs, but after they are fainted by the primary pokemon. Fainted pokemon could either be captured in a pokeball, or "relieved" of unique held items and resources before releasing them.

Pokemon would not gain experience by defeating opponents. Instead, each one would have material requirements to both level up and "customize" them. Like upgrading a weapon in Monster Hunter, every pokemon would have unique material requirements to level up, change nature, upgrade IVs, allocate EVs, or learn and relearn certain moves. This incentivizes a postgame loop, but could be curved to make the main game give you adequate materials to avoid excessive grinding.

The gameplay and story structure

The gameplay loop is basically monster hunter.

There would be a large number of normal-sized pokemon out in the world, that could be easily defeated and either captured and looted. But, frequently, a "Titan" would appear- a large, boss variant of a particular pokemon. Some pokemon can only be captured from their defeated titan forms, even if they appear in their regular forms.

These titan forms would appear semi-randomly, and requests to "quiet" them by defeating them would take the form of quests posted in the hub regions. These quests would then essentially be a monster hunter hunt- going out and fighting a particular titan.

Titan forms could be unique, or vaguely modeled after existing megas.

The world is divided into 8 main regions, and at least one "bonus" region. There would be 4 ocean regions, and 4 land regions. Each region would be seperate, but open to explore within that region (damn you can really see how much I've played MH:W)

Each region would have a drop table of pokemon that could potentially appear as titans.

Each region would also have one, single titan pokemon that gives the region its character. These 9 titans would be new, unique regional variants.

Each region, and by extension, each boss titan, would be directly associated with a different regional effect. So essentially, the boss titan and the field effect of a region would be reflective of its character.

The plot, like monster hunter, would be a gameplay loop of increasingly powerful titans within a region, building to the boss titans of each region. Once the 8 primary titans are defeated, it triggers the endgame main plotline.

The world

As mentioned previously, the bulk of the gameplay loop and storyline would be defeating increasingly more powerful "titan" pokemon, until you encounter a particular individual pokemon that is actively shaping that region and has ultimately caused the other titans along the way to be empowered.

Each region would have a dominant type, several field effects that come and go within certain parts of the area, and a unique boss titan. Each boss titan is about equivalent difficulty, and the player is encouraged to spread their efforts around to proceed through the "tiers" of titans evenly across the world before making it to the boss.

Hubs: Slateport, Lilycove.

Self explanatory, these would be the hub towns. Like in PLA, no other cities would be founded yet. Mt. Pyre would be integrated as part of Lilycove, and important characters and exposition could happen there. It would be an active cathedral. Kyogre and Groudon wouldn't be "known", but vague, amorphous titans of earth, sea, and sky would be referenced.

Land Regions

Meteor Cliffs and the Tranquil Plain

A gentle, grassy plain south of Mt. Chimney gives way to its southern slope. The slope, pockmarked with craters, has not been extensively explored, but is thought to hold deep caverns.

Regional effect: Pyschic Terrain

Regional Titan boss: Metagross (Steel/Pyschic)

Main game route equivalents: Meteor Falls, Rustboro City, Petalburg Woods, Petalburg City, Oldale Town, Littleroot town, 101, 102, 103, 104, 116, 115

Towering Forest

A deep, lush forest, sometimes so dense that you can't see the sky, fed by the crystal clear river cutting through it. The tangle of the canopy shudders under the weight of unseen pokemon above.

Regional effect: Grassy Terrain

Regional Titan boss: Tropius (Grass/Steel)

Main game route equivalents: Fortree city, Safari Zone, 119, 120, 121, 123

Jagged Stones

Deep, rugged canyons hide a basin-like desert, where a raging sandstorm elicits mirage-like visions.

Regional effect: sandstorm

Regional Titan boss: Tyranitar (Rock/Dragon)

Main game route equivalents: Verdanturf town, 117, 111, 112, all desert subregions

Volcanic Slopes

The peaks, caverns, and North slope of Mt. Chimney know no peace from the continuous onslaught of lava.

Regional effect: harsh sunlight

Regional Titan boss: Camerupt (Fire/Ground)

Main game route equivalents: Mt. Chimney, Jagged Pass, Fiery Path, Lavaridge, Fallarbor, 113, 114

Oceanic regions

Thunder Bay

An unrelenting, static haze hovers over the inlets of of Thunder Bay, impeding exploration of its deep subterranean caverns.

Regional effect: electric terrain

Regional Titan boss: Manectric (Electric/Dark)

Main game route equivalents: Mauville, New Mauville (replaced by a cave entrance), Cycling Road, 118, 110, 134, 133

Shifting Floes

A chill falls over the NorthEast seas of Hoenn, a climatic anomaly. Scattered islands and shifting ice platforms are continually coated with a snowstorm.

Regional effect: snowstorm

Regional Titan boss: Froslass (ice/ghost)

Main game region equivalents: Mossdeep, Shoal cave, 124, 125, parts of 126 and 127

Misted islands

A mysterious area of the ocean in which islands seem to shift locations as they phase in and out of sight.

Primary Area effect: Misty Terrain

Regional Titan Boss: Altaria (Dragon/fairy)

Main game route equivalents: Dewford Town, Granite Cave, Southern Island, Mirage Island (location changed), 105, 106, 107, 108, 109

Deep Blue

The open expanse of the ocean, and the islands within it, hold secrets beyond comprehension in their depths and constant storms. It is said that there is as much below as there is above.

Primary Area effect: rain/underwater (same effects as rain)

Regional Titan Boss: Wailord (water)

Main game route equivalents: Sootopolis city, Cave of Origin, Sky Pillar, Ever Grande City, Pacifidlog, Seafloor cavern, 128, 129, 130, 131, 132, parts of 126 and 127

Special Area: the Delta Stream

Ripping across Hoenn's skies is an air current known as the Delta Stream, which powerful pokemon use as a causeway between regions and across the world.

Only accessible in the postgame, and with a "helper" pokemon that can fly. This entire region is above the clouds, and the only points that poke up are the peak of Mt. Chimney, Sky Pillar, and an updraft over Mt. Pyre.

Primary area effect: tailwind

Regional Titan Boss: Salamence (Flying/Dragon)

The Endgame Plot: after the titans are quieted

Once every boss has been defeated, the endgame storyline starts. Despite every titan being quieted, the land still quakes, and the seas still swell. The elders of Mt. Pyre urge you to investigate these at their source: the inner lava chamber of Mt. Chimney (subregion of Volcanic Slopes), and the depths of the seafloor (subregion of Deep Blue).

As you can probably guess, this is the introduction to Kyogre and Groudon.

The first fight with each of them uses your own pokemon, and gives you a "false" win- after you "faint" them in a suspiciously easy battle, they each revive into their primal forms, and head to the mountain island that would become Sootopolis. Hear, they battle on a kaiju-like scale. The MC watches the destruction from Mt. Pyre.

For the second time in the game's story, the MC makes a wish: this is beyond me. I wish a savior would come. Jirachi directly unveils itself for the first time to answer the call, touches the MC, and speeds off into the distance. A cutscene follows Jirachi to Sky Pillar (only a raw, uncarved spike of rock at this point), where Rayquaza is seen coiled around the top. Jirachi leads Rayquaza into the upper atmosphere, where it undergoes a primal/mega evolution. It pivots, shooting down towards earth, building speed.

The player takes control of M-Rayquaza as it slams down to earth, staggering Kyogre and Groudon away from each other, and engages in a special fight where they have to defeat both of them.

After this, Kyogre, Groudon, and Rayquaza may each be found at Seafloor cavern, Mt. Chimney, and sky pillar respectively, and may be defeated and captured. But its highly implied that they only go along with this willingly, and will freely resume their duties as the lords of the land once the MC passes on.

After the plot is completed, steps and murals start being carved into Sky Pillar, allowing access to the Delta Stream.

The post game would allow for infinitely generating Titans, rematches with previously captured Boss Titans as "enrichment" for them, and general gameplay loop grinding for items to train pokemon.

Yay, okay, no ones gonna read this far but uh. Yeah. That's the general idea I had. Hope it made at least some sense LOL

11 months ago

Reblog if I can spam you with boops