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PokéClicker
So far I really like the daily deals, and I've been thinking about more features that could be randomised, but still the same for everyone.
One thing that came to mind is an event system.
Based on the current date, an event is generated.
Events are small stuff like 10% more money or 30% more exp from dungeons.
These features give people something to look forward to.
Share your ideas :)
They also dont show the yellow pokeball if you got all pokemon in it shiny
It would be neat if the chat was embedded in the game.
The only problem is where?
Of course it should also be toggle able, in case players don't want to play with a chat next to the game.
Embedding the Kiwi IRC in an iframe looks pretty good.
As it is right now, the console is not really read. The messages go too fast, and most of the messages aren't interesting.
This could be fixed by adding animations to the current enemy box. For example if you defeat a Pokémon, a coin falls from it, or a shard, or dungeon tokens. This looks good, and could free up some space at the bottom.
Even when an area hammered does not contain any rocks to clear energy is still consumed.
If trying to enter a route you are not able to enter, you cycle through the pokem of your current route.
Bug is similar to the re-enter your current route bug in earlier versions.
You can re-enter a dungeon (at no cost) if the last pokemon defeated gets caught after time runs out. If you have moved to a different part of the dungeon and started another fight, you regain control to move around the dungeon, but the timer does not reset or go down. This effectively gives you infinite time to move around and defeat any dungeon.
When I hover over any treasure in the dig tab of the underground, the border around the square goes disappears.
Now the player can select one Oak item, and switch to the shiny charm when he's gonna hatch.
I want to prevent this. So I thought about picking a random number for each egg (below the amount of steps). When progress is there it generates if it should be shiny.
I'm not sure it's the best solution, but it works.
Thoughts?
The pokemon table has a border on each side, but not on the right side.
I suspect it has something to do with the scroll bar on the right.
Right now the player is bombarded with features at the start. I want to add certain key items that need to be unlocked before you can start a feature. In the Pokédex modal there can be a tab with all key items greyed out, with an explanation how to get them.
For example:
Name | Feature | Where to get it |
---|---|---|
Shard case | Shards | First prestige |
Dungeon pass | Dungeons | Found on route 1 |
Underground key | Underground | Bought for 10 quest points |
Safari ticket | Safari Zone | Fuchsia City gym defeat |
Hatchery | Breeding | Pewter city gym defeat |
Name needed | Mom | First level 100 Pokémon |
Teachy TV | Oak explain | At the start |
Name needed | Garden | First seed drop |
Thoughts?
We also need images for each of these items. That might be a problem.
The main games have IVs for pokemon which make their stats different, introducing variety into the pokemon people have. It would be a nice addition to have this for the attack stat on our pokemon.
I'm not sure how the IV of evolution pokemon would be determined, either the same as the pokemon evolving from it, or randomly decided on evolution (and when being hatched)
If you catch a pokemon with a better IV, it should replace the one you have currently.
This would add an extra thing for players to grind for in end game, and give players something else to compare with each other.
It's using the image for pewter city currently.
For random eggs, Paras is currently an option for the grass egg, but
it's primary type is bug. I'm not sure whether you want to pick a different grass pokemon to replace paras or just switch the types around. The replacement options are Exeggcute (which will likely be a safari only pokemon) or Tangela.
A notification like when eggs are ready to hatch would be useful for knowing when our max energy is reached.
Kinda shoehorned it in and makes it difficult to add more daily deals.
Needs to be a different seeded RNG
I'd be interested in contributing to the pokeclicker project, but having to deal with all of these projects in the same repo seems cumbersome. Pokeclicker should probably be in its own repo with an associated gh-pages branch to mimic the current one.
Obtainable item.
It gives you back all your mining energy.
Whenever the desktop notification is clicked a new tab is opened with the game in it. Effectively leaving you with multiple games open.
Currently almost all pokemon take the default number of steps (500), this should be changed to how many steps each pokemon would take in the main games.
The number of steps may need to be scaled from the exact value from the main games, if so which pokemon would be best to use as a reference for the scale?
The way you are handling the default parameter for value and valueType will assign your default value for any falsey parameter passed to it, so it is overwriting 0 when adding the fossils.
http://stackoverflow.com/questions/894860/set-a-default-parameter-value-for-a-javascript-function
I don't think anyone has had this issue yet, and after some point it isnt an issue anymore, but what happens when someone has all the shinies or nearly all, but they want to try and break their record or something, so they can't breed anymore. I suggest checking the shiny count when creating quests and if it isnt under x amount it cant be a hatching quest.
The Champion's fifth pokemon (which should vary based off the player's starter) doesn't appear even though it's defined in the code.
Pokemon that have evolution already shiny don't show a yellow pokeball.
Pokemon that are shiny don't show as such.
margin-bottom
from #itemTable
height: 320px;
from #statDiv
Amount
header in #itemTable
(replace with Amt
or change font)Use
buttons, help cursor for tooltip item
sMath.floor
from egg exp gain
to egg exp display
( #108 )Catch chance: xx%
display inside setTimeout
to prevent bar jumpspokedexBonusExp
in gainExp
formula (#107)#upgradeBox
When you reach the maximum amount of an upgrade in the underground, it displays the cost for an upgrade you can't buy.
Dig x items in the underground.
Clear x layers in the underground.
Use the Chisel x times in the underground.
Use the Hammer x times in the underground.
Use daily deals 1 time.
Everybody loves statistics.
I'm working on a cool statistics page, and I was wondering what kind of stats would be interesting to track.
Think of stuff like total money and gyms defeated.
Discuss!
Now whenever you skip a random quest, you don't want to get the same quest as last time.
You can add a check to the getQuestsByDifficulty() to not include quests that have the same 'type' as the current quest. Shouldn't be too hard :)
Upgradable to 5, costs 150 and 300.
Not sure why.
You can get stones in daily deals, this weirds out because the stones aren't in your mine inventory, so you never have any of them. Make sure the useable stones don't show up on the left side of the daily deals.
Check if everything works correctly when they show up on the right (I forgot ^^)
To test in generateDailyDeals() modify the date object with d.setDate(number);
Each gym has a variable called badgeReq, the number of badges required to start that gym.
It is a nice indication of how much steps it should give.
The routes give 1 (route 1) - 5 (route 25) steps.
The gyms could give floor(badgeReq/3) + 1 steps. I think that's fair.
Thoughts?
If you check out the safari branch, you'll notice that I've made tons of progress on the Safari Zone.
The movement feels kind of weird though, and I have no idea how to fix it. This issue is kinda vague, sorry 👍
A side feature, a simplified version of the Pokémon trading card game.
Simply making the icon green or some other color would better indicate to players their progress and prevent people from getting stuck without knowing they are missing a gym.
Add an FAQ modal.
This might kill 90% of IRC but I figure it will be useful for people.
For some reason, Pokémon don't always evolve correctly.
I suspect it has something to do with the sort method combined with the evolution check.
But I couldn't find anything wrong in the evolution check.
When I load up the game, the game states that my javascript isn't being loaded properly, nothing works except for basic html functions, and the console states:
pokemonsPerRoute.js:132 Uncaught TypeError: Cannot read property 'land' of undefined(…)
Basically each Oak item gets divided by 5, and then you can but 4 upgrades for it to get it back to it's original strength.
It would be neat if there was a way to reread all professor Oak notifications in Pallet Town as a sort of tutorial.
Oak could have a button just like mom. When you click on him it opens a modal with all sorts of buttons.
Each button triggers a function like the one in Oak.js:
var oakExplainDungeonAgain = function(){
player.dungeonExplain = 0;
oakExplainDungeons();
}
The pokedex rank exp bonus isn't currently used in the exp formula.
I think having a more gradual change along the routes, but keeping the same form of the formula would be better, the formula I would suggest is ( floor( sqrt(route)*100 )/100
Similarly for gyms.
Implement dual typing.
This sucks because it's a lot of work.
You can change the type in the pokemonList to an array, or add a type2, not sure what's better.
Enemies can become both types, or a random one.
You could get 2 shards per Pokémon or the random picked one.
In addition to this I want a variable that tracks how long the player has played in total.
Remove old branches.
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