- Joined
- Oct 23, 2019
- Posts
- 7
These are just ideas that I've had in my game that I had worked on before. I don't plan on finishing it ever, so feel free to use these to any capacity.
Bird seed.
It worked like sweet scent, but an item. That pretty much explains it... So that you can attract flying Pokemon. The same could be used for other types.
Storage.
I had an issue on mine, so I chose to have chests found at home, or hotels instead of the PC route. It did help me with performance issues if I had too many items on hand. I also deleted any items after 24 hrs if they were not retrieved from hotel storage. I wanted to have some kind of responsibility within the game.
Jobs.
Working at a Pokemon center, daycare, oddjobs, etc for some kind of income since I had so many holes taking money.
Realestate.
Purchasable property with permanent storage locations, and other perks like say a farm so that you could grow your own apricorns, berries, honey, other crops. Or even miltank for moomoo milk. I had a system where you had to have a deed within your possession to enter. It worked like a key.
Free travel.
The biggest reason for the performance issues was because of the size of the game. I believe I was up to 5 regions. You could travel by air or sea freely, but that's another sinkhole for money, encouraging players to do the jobs minigames. The stories we're more difficult, but that's why I had to have things like events instead of full blown stories.
Monthly events.
I never got to that, but the idea was to have competitions to enter throughout the entire world. So a battle, double battle, bug catching, fishing, bird catching comps... I wanted to have chars from the anime or manga randomly pop into them as well for fun.
Bird seed.
It worked like sweet scent, but an item. That pretty much explains it... So that you can attract flying Pokemon. The same could be used for other types.
Storage.
I had an issue on mine, so I chose to have chests found at home, or hotels instead of the PC route. It did help me with performance issues if I had too many items on hand. I also deleted any items after 24 hrs if they were not retrieved from hotel storage. I wanted to have some kind of responsibility within the game.
Jobs.
Working at a Pokemon center, daycare, oddjobs, etc for some kind of income since I had so many holes taking money.
Realestate.
Purchasable property with permanent storage locations, and other perks like say a farm so that you could grow your own apricorns, berries, honey, other crops. Or even miltank for moomoo milk. I had a system where you had to have a deed within your possession to enter. It worked like a key.
Free travel.
The biggest reason for the performance issues was because of the size of the game. I believe I was up to 5 regions. You could travel by air or sea freely, but that's another sinkhole for money, encouraging players to do the jobs minigames. The stories we're more difficult, but that's why I had to have things like events instead of full blown stories.
Monthly events.
I never got to that, but the idea was to have competitions to enter throughout the entire world. So a battle, double battle, bug catching, fishing, bird catching comps... I wanted to have chars from the anime or manga randomly pop into them as well for fun.