Author: Mawral
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A Humble Note
Also, let me take a minute to gush for a bit. After getting all of this set up – and as someone completely self-taught on how to code – I’m really taken aback by how far open-source software has come along. Every package and tool the game has needed, has been both readily available…
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Progress Update: Tying Ends
So… we’re done. No, really. The game’s done. The server’s up right now. Isn’t that great? Whew. Yeah. It’s been a long time coming. Go ahead and check it out on the main page, if you haven’t yet. So what’s happened since the last update? It took half a week for me to port the…
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Progress Update: In Transit
The guides are done. Daily rewards are in. Millions of QoL features added. Countless bugs have been fixed. There’s even a pesky name-filter for you to enjoy finding holes in. Slowly but surely, the game’s starting to look more complete. These past couple weeks have been heavily focused on polishing up the last few corners…
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Progress Update: Sidetracks
So last time I said the feature creep was all under control… Yeah, I might’ve been stretching my words a little. But for how it turned out, I don’t regret this little detour at all. As of this week, PMDiscord now has procedurally-generated images during battles. The original plan was to keep everything in PMDiscord…
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Progress Update: 300 IQ
And this one didn’t take an entire month! The feature creep and feature oversights were starting to show, but with this update they’ve been firmly reined in. With everything almost finalized, the past couple weeks has seen upgrades to a lot of PMDiscord’s backend and gameplay, as well as a bunch of early playtesting to…
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MysteryCord
MysteryCord (or PMDiscord) is a text-based fangame inspired by the Pokémon Mystery Dungeon series, played via a Discord client with chat commands. It features a unique combat system that builds upon the original series, teamwork-focused Co-Op battles, and anonymous PvP matchmaking against other Discord servers. MysteryCord is coded in C#, with SQLite for database management.
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Tackling the Meta: PKMN Stats and Abilities
Another of the goals in designing PMDiscord – and one of the biggest differences between it and main-series games – was to make every monster in the game be a viable choice to play as. In the main series, this had been less of a concern; The PvE focus meant that each monster encountered was…
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Progress Update: The One With Screenshots In It
Another month, another update. It took a while, but we’re almost there – yes, for real this time! The goal was to have everything battle-related covered before 2018, but a couple winter bugs in a row set me back a week. Nonetheless, this project’s battle engine finally has something resembling gameplay(!) attached to it, and…
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Progress Update: The Kitchen Sink
It’s been a long time since my last update, much too long even. Finding a balance between working on the game and writing blog posts has been harder than I thought. The game’s been making bounds of progress over the past month, front-end and back-end, so there’s a lot to backtrack on here!
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Making Mystery Dungeon Battles Less Like Mystery Dungeon Battles
In my last design post, I outlined how PMDiscord’s battles switch between a close-and-personal, ‘Engaged’ state and a far-away, ‘Retreated’ state. If you’ve ever looked at Pokken Tournament, it plays out something like that… Actually, it’s a whole lot like that. Just picture several monsters on a field throwing all kinds of projectiles at each…