I like the concept so far. I think it's important to remember that players don't like wasting time, so allowing a method to go even faster. Scale is good, but you need to give the player a reason to spend time walking. I'd even consider speeding up the player, or letting run be togglable.
This has been my main concern too, a big design challenge for this hack is gonna be to not make scale feel like bloat. Movement is one thing, of course, but I also think it's important to just make every place interesting and have *something* to it.
@@BisaPKMNI think increasing the flower area might help with that a bit more. As it is, I can’t really understand how they got the moving vans in to either of the houses. An it would make sense for their to be “desire paths” through that area as the professor walks through it to and from work every day. More obviously hidden items (like items on rocks or on lawn tiles with a different grass texture), might help to make the space feel utilised by the world around the player. Or you can go the X and Y route and use different grass for different encounter tables. That would make sense as to why routes are more spread out, they house more Pokémon species. Also tm navigation would definitely help with that. Letting you put in little short cuts to get from a to b fast like the trees on route 29 in johto or the strength rock in connecting cave in kalos.
@@dittmar104 One of the biggest things I actually want to do is that the maps change a LOT over the course of your playthrough, with certain key points in the story changing certain parts of maps. For an extreme example, the showdown between Kyogre and Groudon could cause actual droughts and floods that Hoenn will need some time to deal with (let's say until you become Champion), and afterwards the overall landscape will be quite different in some places. Obviously these changes won't be as extreme for every time something does change, but I think the example illustrates it well.
@@BisaPKMN maybe have some workers work on a route diging into the mountain in and you cant enter and after ?2 gym you can partly enter (simple cave with dead end) and fase 3 its a short cut people use to travel trough ( a well traveled trough cave for a change) other wise wy would the dig it, maybe some unlit side paths for the cave feel. could be cool. PS just say how many people viewed this guese you wont see this :P
@@BisaPKMNthe drought and flood ideas are cool. maybe have certein events only accessable during that part of the game or things get washed up or uncovered after the environment goes back to normal
Instead of giving Hoenn a four-season system, I think it'd be cool and thematically appropriate for it to have an asian monsoon climate, divided into hot, cold, and wet.
@@InvidiousIgnoramus Hoenn is based on the kyushu islands in Japan which has a sub-tropical climate. What the guy above said is mostly correct about the weather patterns in that region of japan
@@InvidiousIgnoramus Florida? Or what is the koppen climate classification of your area? Even within subtropical climates there can be variations due to differences in altitude
Point of advice: It's easy to lose your sense of scale when viewing something in a map editor. Something a lot of smaller Pokemon Towns do really well is that the key areas are all close enough to each other that you can see some part of them on a single screen. And then Celadon comes along with its huge footprint to give the player that contrast of a bustling metropolis. If you simply scale up everything, it's gonna be harder to navigate maps (landmarks further away) and the contrast will feel less significant when it is there. Make sure to test frequently, and try to view your edits from the perspective of someone who has never played a top-down game before (especially when it comes to guiding players in the right direction). That said, best of luck with this behemoth of a project.
My personal suggestions: -maybe add a few flowers near some of the houses, possibly in a corner or something, just to break things up a bit more. -while i respect the decision not to add any fencing or flower beds to the town because it's mostly untouched by human settlement, i think a small fenced garden bed would work just outside of birch's house. They've been in the town much, much longer than you or the new house's residents and toiling in a garden would give birch's wife something to do while they kids are out playing & birch is out researching. She doesn't necessarily need to mention that she gardens either - as you can leave it as environmental storytelling.
I've wanted to make my own Pokémon game too, focusing more on the "saving the region" trope because i like fighting the criminal organizations but it always feels so short lived. Emerald did good and Platinum did good too. Now I want one with more team rocket
In a way, you could argue that in RBY, Team Rocket wasn't so much trying to take over the region as much as they already had an iron grip on the place. The police expresses how they're powerless to stop them and they can just run around in the open without anyone bothering them.
Looks really good so far. I got 2 big criticisms though. First one is more of a warning where making maps bigger is a great way to disorientate the player. Great care must be put in that 2 places dont look alike and that you can always see major landmarks of the town or route (even vanilla Hoenn fails this in the optional sea routes). Second piece of criticism is that the player houses shouldnt be separated like that. Increasing the size already lowers cohesion but having each plot of land separated like that makes it less a community and more just houses sprinkled around. Have the neighbours be closer knit
If you want to have that post-surf area or post-game area in the town separated by water, it could be cool to make it a river that runs through the bottom two quadrants or runs diagonal through the bottom left quadrant to make it feel more unique than the Gen 1, 2 & 4 bodies of water. Also if you're trying to break up those outskirt trees you could add some little flower patches or grass patches that aren't accessible but just for looks. Even still I like this project (and OG Gen3) and I'm looking forward to what else you do!
Good ideas! As for the water feature, a huge part of this project (that I don't want to fully reveal quite yet because of its insane scope) is adding a ton of new "off-map" areas between towns and routes, both to encourage exploration and backtracking, and that's what this is for.
If I were to make my own game I would put more focus on the contest feature, maybe even giving the player the option to be a coordinator rather than challenging the gyms and elite four
i'd think that letting someone be a coordinator *instead of* a trainer is the sort of thing that that should really get its own game, like the Pokemon Ranger series or the TGOM fangame. allowing a coordinator-only run in a game that has both contests and gym challenges will probably come down to either: 1) focus on improving and expanding contests over the gym challenge, meaning you'll have to work around GameFreak's battling-focused design decisions even though everybody playing your game is obviously playing for the contest expansion, or 2) try to improve/expand both, meaning you'll have to brainstorm, balance, and bugfix for two entirely separate experiences at the same time, likely either burning out or failing to do at least one of the experiences justice. speaking of separate experiences-- if you're going to have both contests and gym challenges, it'd probably be a lot more cohesive to make them affect each other somehow. that said, i can't think of how to connect the two in a way that doesn't force people to do both if they want to progress and/or play optimally (which doesn't seem like a fun way to go about it). maybe something like a special "performance/broadcasted/livestreamed" battle variant, where you have to both defeat the opponent's team and build up appeal points to wow the audience at the same time, and the latter increases your reputation for some purpose? would probably be a huge pain to program tho.
Every time I see a new Hoenn hack, I follow it quietly wishing that this will be the one that fixes Emerald contests so that they work like they did in Ruby/Sapphire rather than the only contest hall being at the 2/3 mark of the game.
i think part of the problem with contests is that they seem rather divorced from the main gameplay, which is based around pokemon battles, with the rest of the game being built around that. contest have just been added on and don't really give any rewards that tie into the main gameplay, while, at least for higher class contests, requiring you to sacrifice move slots on pokemon or spend a lot of time training dedicated contest pokemon that might not fare well in battle. and then there are systems like poffins or pokeblocks, which are just there to improve contest-only stats, so again, not tied to the main gameplay and just takes resources (berries) the player could also use in battle. so, to be successful in contests, the player is incentivized to sacrifice time, moves and resources, while not gaining anything useful for the main gameplay. at the same time, contests generally aren't fleshed out enough to provide the same level of engagement as battles, especially in the larger scheme of things. battles are needed to make your pokemon stronger so you can progress through the game and eventually beat gym leaders, bosses and the elite four and champ. contests, meanwhile, are more self-contained, so while you can get more and more ribbons, it doesn't really do anything else; no new areas are being opened up, the story doesn't progress, you're not going anywhere except to the next contest. so, either contests need to have more of an impact on the rest of the game or the game should just be focused completely on them. i agree with asdfasdf-xb6bv in that including both paths, trainer and coordinator, into the same game would be extremely challenging. i also like their idea of "battles with an audience", as some gym battles and tournaments have been like that in the lore iirc, at least in terms of there being a lot of people watching. however, i also think that contests in a classic (battles as main gameplay) pokemon game shouldn't be needed to progress in the story, especially contests that require the player to make sacrifices in terms of having a battle-optimized team.
i really love how you elevated the feel of a forest clearing with a town inside some areas seem a little empty though. maybe you could add things like a fireplace with a few treestumps around where people in littleroot could sit around or something else to make the town feel a little more lived in
Yeah I agree. Like think of your favourite forest and what things you like in there, or imagine a civilisation that lives in a forest and what amenities they might add to their town
I LOOOVE your ideas with the additions to the towns and seasons! The dualouge changing with the seasons is a nice touch too! Keep up the great work, this already looks fantastic! (Love the outro btw, just heard it when i was writing this)
If I may, I have a few ideas to fill the empty spaces in Littleroot. Maybe add a couple 2x1 berry patches and maybe some small ponds to the clearings. Maybe try to make sure the ponds don't share the same shape.
Giving a good bicycle early (perhaps from the start and we just pretend your family is a bit richer) will be a useful feature given how much bigger the areas are.
Ever since finding the Crystal Legacy videos from Smith, i subbed, cause this type of content is just pure fun! You sir, have earned my sub. Im happy to be 1 of the 1st 4,000 Subs and Im excited to play Pokémon Corundum someday!
Man, this video really hits the nail regarding the biggest problem about ORAS and modern remakes, I can't believe I haven't checked this project out yet! Emerald is my favorite mainline Pokemon game but I still feel it could be even better with some modifications and I hope this hack makes that happen! Although one thing I will say for this video in particular, specifically regarding Littleroot Town, is how well it lays down the foundation for *scale*. Having your hometown be this small and quiet ordinary clearing in the trees makes the later parts of the game like Route 119/120 feel that much more big and grand. And from what I can tell, this hack still manages to retain that design philosophy pretty well! Now, I'm not experienced with ROM hacking in the slightest but I will try my best to provide some inputs or things I hope to see from this hack coming from someone who really appreciates the exploration aspect of Emerald so much: 1. First and foremost, the original, maintained Pokedex. One of the biggest underlying problems I've noticed with a lot of Gen 3 ROM hacks in particular is overbloating the Pokedex. Like I'm sorry but it's so offputting to see Pokemon from Gen 5 or something in the world of Hoenn, especially with fanmade sprites. It just makes the whole experience feel so much less authentic and contrived but from what I can tell about binary hacks, this isn't going to be a concern. 2. More player freedom in exploration or nonlinearity would also be exciting to see for Hoenn specifically. In one of my favorite ROM hacks to date, Crystal Clear, nonlinear progression is a crucial aspect of the hack and essentially made the whole experience for me. The lack of handholding really does make your adventure feel like an *adventure*, as corny as it may sound. However, I imagine this is a VERY daunting and difficult task to implement, so I would be satisfied with at least some more optional areas to explore such as Abandoned Ship, Pacifidlog Town and even Scorched Slab. These little nooks and crannies are so important to Emerald as they contribute a lot of identity and mystery to Hoenn and the Pokemon that inhabit it (e.g. Gorebyss/Huntail's Abandoned Ship, the Regis' chambers, Chimecho's hazy graveyard in Mt. Pyre summit, Bagon's lonely cliff in Meteor Falls, Snorunt's frozen den in Shoal Cave, etc.) I really hope to see locations that replicate this feeling for Pokemon with missed potential in Emerald (Roselia, Meditite, Surskit, & maybe even the mythical Pokemon!) The use of environmental storytelling and theming is very important here. This project seems very promising and almost feels like a dream come true! So far, it feels very faithful to the original with the use of vanilla in-game textures and features whilst enhancing all of its most appealing aspects to the fullest without completely overdoing it. I am excited to see further progress and more dev diaries on this project in the future! Take breaks and organize the development of the project as you see fit, as this project will definitely take time and effort to pull through with. I think one final thing I'll leave this write-up on is: think about all of your favorite aspects and details (even the little details!) about the original Emerald when you're taking breaks from the project, and then hyper focus in on those said aspects and naturally you will end up with a result you (and likely many, many people like me) will forever cherish if you end up pulling through with it all. Thanks for reading!
Maybe removing a few trees in the thin area between the player and rival house so it's walkable from one to the other while still looking good would be the only improvement that i could suggest but very good job so far 🎉
as someone who also loves recreating pokemon maps and making original areas using the pokemon tilesets (just for gen 2 rather than gen 3 myself!) i think this is awesome! despite increasing the map size i don't see it as overly big- nor do the "hallways" of trees strike me as overly narrow or a pain to traverse as the starting town is rarely a place someone idles around in for very long. they actually feel like they'd help with natural player directing as they all point to the one way out of town, so you aren't running around a 3x big field looking for the exit lol. i also like the more literal interpretation of the player character starting from the "roots" and, by leaving, growing and branching out on their adventure. the absence of the day/night cycle is one thing i always felt was lacking from gen 3, especially with all of gen 2's different time of day events, alternate encounter tables, and just sheer atmosphere. i wouldn't say it's "necessary", and i know some actually find it a nuisance, but i think it does add a lot of subtle detail and enjoyment so i'm for it. ...i guess my only criticism then is actually one thing i think most people would love and want implemented, which is 1:1 adding what is basically the gen 5 seasons system. i... don't think it works for hoenn's subtropical climate! don't get me wrong, i don't think it's bad to deviate from the original source and it's inspirations and what some parts of it was based on, but i feel like "subtropical island adventure" was really... a staple of hoenn and the gameboy advance/gamecube era. if there were to be seasonal changes in hoenn, having dry/sunny areas during some seasons and rainy/wet areas during others would feel more at home
I've actually thought about the implications of seasons in Hoenn quite a lot! The current implementation is still very early and will probably see a lot of changes, such as weather changes, like you mentioned, but currently the Winter color palette (which you can actually see just at the end of the timelapse!) is a slightly minty-green tinged white, implying only a very light snowfall.
This is super duper interesting! I'm sure I'll find more things to add in future videos but for now I'll simply say that I really like where this is going and I'll be watching with interest! Good luck with this!
I subbed and hit the bell immediately! Love your ideas! I did this myself for Kanto a while back, but in rpg maker. Looking forward to following this project!
Damn, a fellow german without a cringy accent and is that a razer keyboard I hear? Great start so far, really nice editing for a first video. I'll leave a sub and hope to see more in the future :) I hope you wont set your goals to high to actually achieve them, I think this can get over ones head real quick.
I think the town feels a bit too hallway like. For your very first starting town I like it when things are a lot more open it gives you that grandiose sense of adventure feeling. Just my take on it.
I love your design philosophy so far. You mention how Pallette town has it's shoreline to break things up a bit in the design of the original. I think that the shoreline also serves a really important purpose from a game design/experiential storytelling pov and you should consider adding something similar to Littleroot. On one level, the player is presented with a question from the very beginning of the game of "what lies beyond this water" in a way that is only possible if the mystery is presented alongside the player's first impression of the world. Kind of like Cerulean cave being tantalizingly out of reach at the point in the game you first see it. Secondly, the water route connecting to pallette town allows for a "completion of the hero's journey" moment when they either sail up from cinnabar and finally connect the dots, now seeing their simple hometown in a different light, having completed most of the gyms and preparing for the elite four. I would suggest putting some sort of inaccessible area or secret accessible from the first town to really help bookend the player's experience
Liked, subbed and commenting for a fellow small Pokémon creator just starting out because ik how crucial it is at the beginning. However it’s not just for that reason but because Gen 3 was the one I grew up on first (discounting stadium 64) and your project wanting to do the region justice and overall giving it overflowing quality of life and personality is so personal to me I want to support this aim of yours in anyway possible. If I may request anything it’s that you give rich kid Winston the fleshed out back story and limelight he deserves 😂. Jk. Gl on this journey you’re starting out on and don’t give up! I’m glad YT recommended your channel to me and I’ll keep my eyes peeled for any of your uploads! ❤
Hey there, I'm excited to see where this will go to! Nice concept, and I hope you can keep the motivation to continue working on this since it is indeed a very daunting task, good luck!
BROOOO YES!!! That's so sick dude. If you're down, I would love to sponsor the new OST for your remakes. I've already got 35 tracks finished (I put out a pokemon hoenn lofi album January of this year) and I would be happy to remake every single sound in the entire game if you'd have me!! 😍
One of my biggest things about oras is how Maxie and Archie are hyped up as being these super strong evil guys but the battles against them are super easy. That needs to be more of a challenge. Maybe increasing levels, improving movesets, or even adding more Pokemon. Maybe even increasing the AI difficulty cause Maxie just be spamming curse and never attack for example
There was a guy doing this a while back, I think he called it "Pokemon Emerald Expansion" but he quit. Quite looking forward to seeing where you take this!
You know, it's nice to see this while I'm working on a similar thing for Kanto (mostly bc I wanted something good for challenge runs that also had frostbite mechanics) But I do have one design trick I came up with that I'd like to share (because I want more designers to include it) Add vending machines (I'm thinking of including solar panels on top if I make my own sprites) in forests or similar dungeons where running to town could be annoying. Then just fill them with potions/fresh water and pokeballs, and nothing else. Maybe antidotes too. The main idea is to embrace the solar punk vibe of the Pokemon world. I feel like it fits in the world. Offering helpful conveniences to travelers on the go. Not a replacement for the mart, but a good stop gap and a gentle reminder to stock up on supplies. They're great near each gate/entrance. As something of "before you go hiking" design.
I have been making a HGSS romhack, where instead of going north to Violet Town, that town has been sealed off by a disaster involving a rock slide so there are bridges and new routes connecting Cherrygrove to Azalea, essentially, the forest has also been chopped down a lot, so there is a new settlement to the west of Azalea, so the player travels all the way along the south of Johto
I get what you're going for with Littleroot Town and I like it, the only thing is that I feel the result is more of a sparse group of houses in the woods rather than a coherent town. I think what I would have done is grouped the houses together, placed them in one of the lower corners so it's actually a coherent town, then had a road going to the opposite corner where Birch's lab and the entrance to Route 101 would be. I'd add a pond to the other lower corner, and then a grassy area behind a cut tree with a small selection of appropriately leveled Pokemon from the nearby routes, plus a few of the version exclusives from Ruby and Sapphire that would make sense for a forested area but wouldn't really fit anywhere else, or possibly some Kanto and Orre exclusives. This way, you'd have more of an actual town (or at least an actual village, but then also still have the feeling of being in the wilderness.
I really like this concept. Exploration has always been the biggest part of pokemon games so I really think expanding the maps is the best thing you can do, this is certainly more creative than the 100th hack that just stuffs 500 newer gen pokemon to emerald and calls it a day PS have you considered adapting some of the Hoenn locations featured in the pokemon anime and movies? I think there's a lot of well built sources of inspiration there such as Forina
I've thought about referencing the anime for the recreations of maps, but I'm not familiar enough with it, so I havn't actually thought of adding original locations from it, thanks for the idea!
For littleroot it would be nice to have some sort of path the moving truck could take. Or barring that have a break in the trees that the truck could have come through, can use a natural feature like a ledge to still block the player off but a vehicle could shill get through. Perhaps later players can explore a little path on the other side to
I am already super invested in what you are cooking! I can't wait for the next video. I can see this being something where as soon as I see a new video, I drop whatever I am doing to watch. I started with Gen 1 and while Platinum is my favorite game, Hoenn will always be my favorite region and I can't wait to see how you change it!
Interesting concept so far! Making Littleroot less square, maybe add some features like gardens or Pokémon pens to give the areas more filling. Plus, it means more walking so would the running shoes be available right away?
I would love to see something of a “centerpiece” in the Littleroot fly spot! A fountain, seasonally decorated achievement board where your parents brag about Brendan and May, etc.
Eyo i can't wait to see this finished and released, mate - RSE's needed a sharp update for years now, and y'all got me excited to play already, just from the first video!
I've been planning the same thing for FireRed/LeafGreen/Kanto - then moving on to Emerald - and making videos as well. Can't wait to see how our versions differ!
Just found this video and I should advise first and foremost, if that's okay, that the changes made to Littleroot Town are too much. None of the starting towns in Pokémon are hard to navigate and they tend to be a space with a lot of freedom of movement. Splitting it into four sections by adding a lot of trees takes away from that - I suggest tearing down the trees in the southern part of Littleroot so that there's just a circle of trees surrounded by the three houses and the lab, and maybe expand the paths between houses since I saw a one-tile pathway at 9:14. I hope all of that's okay to say! Just an observation I made as soon as the map was presented. The concept of a new gen 3 remake is really neat to me because even though I like ORAS, I used not to - until this year when I last replayed it. It lacks the charm of gen 3 and replaces it with its own, which is nice, but it doesn't feel like Hoenn. Definitely will keep up with the development of this hack, I'm looking forward to it. Best of luck making it!
I might like ORAS because I had lots of fun in the game as a 10 y/o kid, but I understand and respect your opinion on why you don't like it. I recently went back to replaying it and realized that you can get so many mega evolutions early on before you get the Mega Bracelet, like Manectric, Mawile(Omega Ruby), and Alakazam(Trade with friend only) being super early to access their respective Mega stones, eliminating most of the challenging battles! Also, the ones in the mid-game are accessible easily too. Medicham, Banette, Gyarados, the Eon Duo, the Starter of choice, Absol, Heracross, Altaria... I could go on. I never had just a team of six, and always alternated my team every five minutes. And Emerald is better with these two words: Battle Frontier. I never experienced a "Battle Frontier" as a kid, because Omega Ruby was my first taste of Hoenn. I actually plan to get Emerald in a week so I can see why everyone likes it so much, and to make a "True Ribbon Master"(Needs GCN game for that too). Also, I like Wally. That is my reason for liking ORAS. This is not to say which version of Hoenn is better, I am just telling you our experiences are different. TL;DR version: Too many Megas = too little challenge. Forgot the Delta Episode and Deoxys accessibility at the end of the game, but you get the gist. Edit: I love Bulbasaur.
Very much looking forward to this, Hoenn had so much unnecessary exploration and easter eggs and things packed into it all over the place, random sea / undersea routes, a tree or rock blocking a path to a whole hidden area for later, but ORAS felt small in comparison when I got my hands on it that it felt so disappointing for me.
Interesting, you earned yourself a subscriber. Question though, will u also expand the Pokedex to allow all first 3 gen Pokemon to be caught in the wild?
Wait, aren't you the Bisa from the Nearly on Red discord server who's always pleading twitch streamer Th8a to analyze Symphogear? I knew you were actually a bulbasaur all along!
I've been making my own hack of emerald over the course of the last year, tho it is more focused on changing the story and making it feel more "on board" with modern games (like giving every important charact an arc and give the entire region a general theme it touches upon), alongside some new added things to not make it feel like the same story but with more dialogue, lol. So I always love to see others have their own takes in how they want to make their own games! I do also redesign some maps, but mostly to fit more with today's standards of the maps not being too "perfect" (like perfectly squarish, like littleroot feels), but I love how you're approaching it so far! I do feel like it might end up being too much if you do it without thinking too much, but from what I've seen, it doesn't seem to be a problem so far. I do feel like the clearings could be a little bit smaller cause it feels like they're kinda big when you showed them in game
i loved oras and defo disagree with your dislike of this; but i am still extremely hyped to see how you expand the world and improve upon gen 3!! (as emerald is my favorite game)
While I do still think ORAS are excellent games, I can completely understand some fans' frustrations with it (The Battle Tower/Frontier tease for instance that we never got.) I've seen a lot of ROM hacks of RSE that have a day/night system, however I've never seen one that has a season system! I do have to ask though... How are you doing the season system? Is it like Gen 5 where the whole map can be 4 different seasons, or are you going to go for a different approach like putting Littleroot as Fall, Dewford as Summer, Spring for Fortree, etc? I love when you're doing here and I am so excited to see what you do with this project!! Do you plan to make this a very public release thing? Like, releasing betas as certain story elements, maps, etc are done? Or are you going to wait until the final product is completely done? Personally the former seems like an excellent option, as people who like the idea of this hack could sort of be "playtesters," watching for any glitches, tile map inconsistencies, dialogue errors, etc. Do you have a discord for this project/your channel by the way? I would love to join and see how this hack is going! Either way, you've earned yourself a new subscriber!! Looking forward to what comes next :)
One expansion request: In Sapphire (didn't check Ruby but its fixed in Emerald) there is a glitch with the pokedex when viewing the area for Wurmple that causes 3 pixels on the tile north of Petalburg City to light up red when the routes flash. As a kid i tried so hard to reach this "Wurmple Grove" so please add it to your remake. (Especially as a separate area from petalburg woods)
Honestly, I'd honestly like these games updated to where it's easier to breed for 0IVs/6IVs/Egg Moves and EV Train. I'd gladly replay these games for that. Edit: What I mean by this is updating the games to how breeding worked in terms of Gen 6 and higher, but getting 0IVs as well.
i also grew up with rse. i loved ruby and the remakes. i could sit anywhere i wanted (compared to newer games; SV). i also love your remake. it really feels nice. :-)
I really like your video, I think the day/night and seasons cycle gives so much life to the game, also the NPC dialogue changint with it. I'm looking forward to the next video. Will you change the menu to make it look modern?
I'm not quite sure about any major graphical changes yet. While I do wanna polish up what I can, this is something I'll have to learn from the ground up, and I do want to keep the original visual style intact as much as I can, frankly mostly because I personally like it.
i played through pokemon emerald recently as i put it in my top 10 favorite games of all time, i wrote a bunch of notes on my problems with the game as i went along because obviously no game is perfect. so im excited to see what you have in store. pokemon emerald is filled with all of these like little nuggets of adventure in each area of the map, im not going to say it was carefully planned out because it wasnt, but i think its a very good idea to keep those things i mind when you go through these changes. like for example meteor falls is a place you only have to visit once for the entire game and yet it has 4 floors and a secret room once you beat the game where you can fight steven stone. or granite cave having a whole entire bike course in it that literally no one would ever go through. i think it really fits with the idea of exploring the world and it makes the game not feel as one dimensional. these are places you never have to goto but youre since of adventure and wonder wants to take you to these places or explore whats on the other side.
Maybe you could connect all the clearings so you don’t have to go to the lab at all times to go between the buildings. But maybe you won’t even spend that much time there so it’s not very important I think. Love the project and will follow it to the end :)
I like the concept so far. I think it's important to remember that players don't like wasting time, so allowing a method to go even faster. Scale is good, but you need to give the player a reason to spend time walking. I'd even consider speeding up the player, or letting run be togglable.
This has been my main concern too, a big design challenge for this hack is gonna be to not make scale feel like bloat.
Movement is one thing, of course, but I also think it's important to just make every place interesting and have *something* to it.
@@BisaPKMNI think increasing the flower area might help with that a bit more. As it is, I can’t really understand how they got the moving vans in to either of the houses. An it would make sense for their to be “desire paths” through that area as the professor walks through it to and from work every day.
More obviously hidden items (like items on rocks or on lawn tiles with a different grass texture), might help to make the space feel utilised by the world around the player. Or you can go the X and Y route and use different grass for different encounter tables. That would make sense as to why routes are more spread out, they house more Pokémon species.
Also tm navigation would definitely help with that. Letting you put in little short cuts to get from a to b fast like the trees on route 29 in johto or the strength rock in connecting cave in kalos.
@@dittmar104 One of the biggest things I actually want to do is that the maps change a LOT over the course of your playthrough, with certain key points in the story changing certain parts of maps. For an extreme example, the showdown between Kyogre and Groudon could cause actual droughts and floods that Hoenn will need some time to deal with (let's say until you become Champion), and afterwards the overall landscape will be quite different in some places.
Obviously these changes won't be as extreme for every time something does change, but I think the example illustrates it well.
@@BisaPKMN maybe have some workers work on a route diging into the mountain in and you cant enter and after ?2 gym you can partly enter (simple cave with dead end) and fase 3 its a short cut people use to travel trough ( a well traveled trough cave for a change) other wise wy would the dig it, maybe some unlit side paths for the cave feel. could be cool.
PS
just say how many people viewed this guese you wont see this :P
@@BisaPKMNthe drought and flood ideas are cool. maybe have certein events only accessable during that part of the game or things get washed up or uncovered after the environment goes back to normal
Instead of giving Hoenn a four-season system, I think it'd be cool and thematically appropriate for it to have an asian monsoon climate, divided into hot, cold, and wet.
That would be far less accurate for a region based on Japan.
@@InvidiousIgnoramus Hoenn is based on the kyushu islands in Japan which has a sub-tropical climate. What the guy above said is mostly correct about the weather patterns in that region of japan
@@crazymonkey9719 I literally live in a subtropical climate. It's not.
@@InvidiousIgnoramus Florida? Or what is the koppen climate classification of your area? Even within subtropical climates there can be variations due to differences in altitude
Point of advice: It's easy to lose your sense of scale when viewing something in a map editor. Something a lot of smaller Pokemon Towns do really well is that the key areas are all close enough to each other that you can see some part of them on a single screen. And then Celadon comes along with its huge footprint to give the player that contrast of a bustling metropolis. If you simply scale up everything, it's gonna be harder to navigate maps (landmarks further away) and the contrast will feel less significant when it is there. Make sure to test frequently, and try to view your edits from the perspective of someone who has never played a top-down game before (especially when it comes to guiding players in the right direction).
That said, best of luck with this behemoth of a project.
really good advice
My personal suggestions:
-maybe add a few flowers near some of the houses, possibly in a corner or something, just to break things up a bit more.
-while i respect the decision not to add any fencing or flower beds to the town because it's mostly untouched by human settlement, i think a small fenced garden bed would work just outside of birch's house. They've been in the town much, much longer than you or the new house's residents and toiling in a garden would give birch's wife something to do while they kids are out playing & birch is out researching. She doesn't necessarily need to mention that she gardens either - as you can leave it as environmental storytelling.
I've wanted to make my own Pokémon game too, focusing more on the "saving the region" trope because i like fighting the criminal organizations but it always feels so short lived. Emerald did good and Platinum did good too. Now I want one with more team rocket
In a way, you could argue that in RBY, Team Rocket wasn't so much trying to take over the region as much as they already had an iron grip on the place. The police expresses how they're powerless to stop them and they can just run around in the open without anyone bothering them.
@@fadeleaf845I really liked how the anime and manga expanded on the idea of Rocket pretty much running Kanto.
Have you played Pokémon Colosseum? Because it sound like exactly the game you're looking for.
Looks really good so far. I got 2 big criticisms though. First one is more of a warning where making maps bigger is a great way to disorientate the player. Great care must be put in that 2 places dont look alike and that you can always see major landmarks of the town or route (even vanilla Hoenn fails this in the optional sea routes). Second piece of criticism is that the player houses shouldnt be separated like that. Increasing the size already lowers cohesion but having each plot of land separated like that makes it less a community and more just houses sprinkled around. Have the neighbours be closer knit
If you want to have that post-surf area or post-game area in the town separated by water, it could be cool to make it a river that runs through the bottom two quadrants or runs diagonal through the bottom left quadrant to make it feel more unique than the Gen 1, 2 & 4 bodies of water. Also if you're trying to break up those outskirt trees you could add some little flower patches or grass patches that aren't accessible but just for looks.
Even still I like this project (and OG Gen3) and I'm looking forward to what else you do!
Good ideas!
As for the water feature, a huge part of this project (that I don't want to fully reveal quite yet because of its insane scope) is adding a ton of new "off-map" areas between towns and routes, both to encourage exploration and backtracking, and that's what this is for.
If I were to make my own game I would put more focus on the contest feature, maybe even giving the player the option to be a coordinator rather than challenging the gyms and elite four
What if Pokemon got stronger by having certain Contest Ribbons?
i'd think that letting someone be a coordinator *instead of* a trainer is the sort of thing that that should really get its own game, like the Pokemon Ranger series or the TGOM fangame. allowing a coordinator-only run in a game that has both contests and gym challenges will probably come down to either:
1) focus on improving and expanding contests over the gym challenge, meaning you'll have to work around GameFreak's battling-focused design decisions even though everybody playing your game is obviously playing for the contest expansion, or
2) try to improve/expand both, meaning you'll have to brainstorm, balance, and bugfix for two entirely separate experiences at the same time, likely either burning out or failing to do at least one of the experiences justice.
speaking of separate experiences-- if you're going to have both contests and gym challenges, it'd probably be a lot more cohesive to make them affect each other somehow. that said, i can't think of how to connect the two in a way that doesn't force people to do both if they want to progress and/or play optimally (which doesn't seem like a fun way to go about it). maybe something like a special "performance/broadcasted/livestreamed" battle variant, where you have to both defeat the opponent's team and build up appeal points to wow the audience at the same time, and the latter increases your reputation for some purpose? would probably be a huge pain to program tho.
Every time I see a new Hoenn hack, I follow it quietly wishing that this will be the one that fixes Emerald contests so that they work like they did in Ruby/Sapphire rather than the only contest hall being at the 2/3 mark of the game.
i think part of the problem with contests is that they seem rather divorced from the main gameplay, which is based around pokemon battles, with the rest of the game being built around that. contest have just been added on and don't really give any rewards that tie into the main gameplay, while, at least for higher class contests, requiring you to sacrifice move slots on pokemon or spend a lot of time training dedicated contest pokemon that might not fare well in battle. and then there are systems like poffins or pokeblocks, which are just there to improve contest-only stats, so again, not tied to the main gameplay and just takes resources (berries) the player could also use in battle. so, to be successful in contests, the player is incentivized to sacrifice time, moves and resources, while not gaining anything useful for the main gameplay.
at the same time, contests generally aren't fleshed out enough to provide the same level of engagement as battles, especially in the larger scheme of things. battles are needed to make your pokemon stronger so you can progress through the game and eventually beat gym leaders, bosses and the elite four and champ. contests, meanwhile, are more self-contained, so while you can get more and more ribbons, it doesn't really do anything else; no new areas are being opened up, the story doesn't progress, you're not going anywhere except to the next contest.
so, either contests need to have more of an impact on the rest of the game or the game should just be focused completely on them. i agree with asdfasdf-xb6bv in that including both paths, trainer and coordinator, into the same game would be extremely challenging. i also like their idea of "battles with an audience", as some gym battles and tournaments have been like that in the lore iirc, at least in terms of there being a lot of people watching. however, i also think that contests in a classic (battles as main gameplay) pokemon game shouldn't be needed to progress in the story, especially contests that require the player to make sacrifices in terms of having a battle-optimized team.
i really love how you elevated the feel of a forest clearing with a town inside
some areas seem a little empty though. maybe you could add things like a fireplace with a few treestumps around where people in littleroot could sit around or something else to make the town feel a little more lived in
Yeah I agree. Like think of your favourite forest and what things you like in there, or imagine a civilisation that lives in a forest and what amenities they might add to their town
I LOOOVE your ideas with the additions to the towns and seasons! The dualouge changing with the seasons is a nice touch too!
Keep up the great work, this already looks fantastic! (Love the outro btw, just heard it when i was writing this)
I feel like you should add a few small rocks and a few hideout spots in the trees to feel kinda interesting and more natural
I finally found your comment again, and I hope you've seen that I've incorporated this a TON already! Thank you so much for the suggestion!
If I may, I have a few ideas to fill the empty spaces in Littleroot. Maybe add a couple 2x1 berry patches and maybe some small ponds to the clearings. Maybe try to make sure the ponds don't share the same shape.
Giving a good bicycle early (perhaps from the start and we just pretend your family is a bit richer) will be a useful feature given how much bigger the areas are.
Great video! Seems like a good start for this journey of yours!
0:01 thats a very bulbous bulbasaur
Ever since finding the Crystal Legacy videos from Smith, i subbed, cause this type of content is just pure fun! You sir, have earned my sub. Im happy to be 1 of the 1st 4,000 Subs and Im excited to play Pokémon Corundum someday!
okay, that is AMAZING, you just gained another sub. i´m really exited to see where this is going
Best of luck, bro. Looking forward to it.
Man, this video really hits the nail regarding the biggest problem about ORAS and modern remakes, I can't believe I haven't checked this project out yet! Emerald is my favorite mainline Pokemon game but I still feel it could be even better with some modifications and I hope this hack makes that happen! Although one thing I will say for this video in particular, specifically regarding Littleroot Town, is how well it lays down the foundation for *scale*. Having your hometown be this small and quiet ordinary clearing in the trees makes the later parts of the game like Route 119/120 feel that much more big and grand. And from what I can tell, this hack still manages to retain that design philosophy pretty well!
Now, I'm not experienced with ROM hacking in the slightest but I will try my best to provide some inputs or things I hope to see from this hack coming from someone who really appreciates the exploration aspect of Emerald so much:
1. First and foremost, the original, maintained Pokedex. One of the biggest underlying problems I've noticed with a lot of Gen 3 ROM hacks in particular is overbloating the Pokedex. Like I'm sorry but it's so offputting to see Pokemon from Gen 5 or something in the world of Hoenn, especially with fanmade sprites. It just makes the whole experience feel so much less authentic and contrived but from what I can tell about binary hacks, this isn't going to be a concern.
2. More player freedom in exploration or nonlinearity would also be exciting to see for Hoenn specifically. In one of my favorite ROM hacks to date, Crystal Clear, nonlinear progression is a crucial aspect of the hack and essentially made the whole experience for me. The lack of handholding really does make your adventure feel like an *adventure*, as corny as it may sound. However, I imagine this is a VERY daunting and difficult task to implement, so I would be satisfied with at least some more optional areas to explore such as Abandoned Ship, Pacifidlog Town and even Scorched Slab. These little nooks and crannies are so important to Emerald as they contribute a lot of identity and mystery to Hoenn and the Pokemon that inhabit it (e.g. Gorebyss/Huntail's Abandoned Ship, the Regis' chambers, Chimecho's hazy graveyard in Mt. Pyre summit, Bagon's lonely cliff in Meteor Falls, Snorunt's frozen den in Shoal Cave, etc.) I really hope to see locations that replicate this feeling for Pokemon with missed potential in Emerald (Roselia, Meditite, Surskit, & maybe even the mythical Pokemon!) The use of environmental storytelling and theming is very important here.
This project seems very promising and almost feels like a dream come true! So far, it feels very faithful to the original with the use of vanilla in-game textures and features whilst enhancing all of its most appealing aspects to the fullest without completely overdoing it. I am excited to see further progress and more dev diaries on this project in the future! Take breaks and organize the development of the project as you see fit, as this project will definitely take time and effort to pull through with. I think one final thing I'll leave this write-up on is: think about all of your favorite aspects and details (even the little details!) about the original Emerald when you're taking breaks from the project, and then hyper focus in on those said aspects and naturally you will end up with a result you (and likely many, many people like me) will forever cherish if you end up pulling through with it all. Thanks for reading!
How does the moving trucks get in those locations if the path is so narrow
This is a creative and original contribution to the rom hack scene. :)
The ideas are pretty good. Good luck with this - looking forward to it.
I subbed, I hope to see you finish this project
Here for the journey! Just subbed c:
Maybe removing a few trees in the thin area between the player and rival house so it's walkable from one to the other while still looking good would be the only improvement that i could suggest but very good job so far 🎉
as someone who also loves recreating pokemon maps and making original areas using the pokemon tilesets (just for gen 2 rather than gen 3 myself!) i think this is awesome! despite increasing the map size i don't see it as overly big- nor do the "hallways" of trees strike me as overly narrow or a pain to traverse as the starting town is rarely a place someone idles around in for very long. they actually feel like they'd help with natural player directing as they all point to the one way out of town, so you aren't running around a 3x big field looking for the exit lol. i also like the more literal interpretation of the player character starting from the "roots" and, by leaving, growing and branching out on their adventure. the absence of the day/night cycle is one thing i always felt was lacking from gen 3, especially with all of gen 2's different time of day events, alternate encounter tables, and just sheer atmosphere. i wouldn't say it's "necessary", and i know some actually find it a nuisance, but i think it does add a lot of subtle detail and enjoyment so i'm for it.
...i guess my only criticism then is actually one thing i think most people would love and want implemented, which is 1:1 adding what is basically the gen 5 seasons system. i... don't think it works for hoenn's subtropical climate! don't get me wrong, i don't think it's bad to deviate from the original source and it's inspirations and what some parts of it was based on, but i feel like "subtropical island adventure" was really... a staple of hoenn and the gameboy advance/gamecube era. if there were to be seasonal changes in hoenn, having dry/sunny areas during some seasons and rainy/wet areas during others would feel more at home
I've actually thought about the implications of seasons in Hoenn quite a lot! The current implementation is still very early and will probably see a lot of changes, such as weather changes, like you mentioned, but currently the Winter color palette (which you can actually see just at the end of the timelapse!) is a slightly minty-green tinged white, implying only a very light snowfall.
This is super duper interesting! I'm sure I'll find more things to add in future videos but for now I'll simply say that I really like where this is going and I'll be watching with interest! Good luck with this!
I subbed and hit the bell immediately! Love your ideas! I did this myself for Kanto a while back, but in rpg maker. Looking forward to following this project!
Damn, a fellow german without a cringy accent and is that a razer keyboard I hear?
Great start so far, really nice editing for a first video. I'll leave a sub and hope to see more in the future :) I hope you wont set your goals to high to actually achieve them, I think this can get over ones head real quick.
I think the town feels a bit too hallway like. For your very first starting town I like it when things are a lot more open it gives you that grandiose sense of adventure feeling. Just my take on it.
just found your channel but this is looking promising! gonna binge the rest of your videos too
Oooh, I can tell I'm gonna enjoy this series, this was a great watch!
night in gen 3 is something ive needed all my life, thank you, nice work!!
yoooooo im so excited for this series!!!
I love your design philosophy so far. You mention how Pallette town has it's shoreline to break things up a bit in the design of the original. I think that the shoreline also serves a really important purpose from a game design/experiential storytelling pov and you should consider adding something similar to Littleroot.
On one level, the player is presented with a question from the very beginning of the game of "what lies beyond this water" in a way that is only possible if the mystery is presented alongside the player's first impression of the world. Kind of like Cerulean cave being tantalizingly out of reach at the point in the game you first see it.
Secondly, the water route connecting to pallette town allows for a "completion of the hero's journey" moment when they either sail up from cinnabar and finally connect the dots, now seeing their simple hometown in a different light, having completed most of the gyms and preparing for the elite four.
I would suggest putting some sort of inaccessible area or secret accessible from the first town to really help bookend the player's experience
Liked, subbed and commenting for a fellow small Pokémon creator just starting out because ik how crucial it is at the beginning. However it’s not just for that reason but because Gen 3 was the one I grew up on first (discounting stadium 64) and your project wanting to do the region justice and overall giving it overflowing quality of life and personality is so personal to me I want to support this aim of yours in anyway possible. If I may request anything it’s that you give rich kid Winston the fleshed out back story and limelight he deserves 😂. Jk. Gl on this journey you’re starting out on and don’t give up! I’m glad YT recommended your channel to me and I’ll keep my eyes peeled for any of your uploads! ❤
Subbed to see this get made!
Hey there, I'm excited to see where this will go to! Nice concept, and I hope you can keep the motivation to continue working on this since it is indeed a very daunting task, good luck!
BROOOO YES!!! That's so sick dude. If you're down, I would love to sponsor the new OST for your remakes. I've already got 35 tracks finished (I put out a pokemon hoenn lofi album January of this year) and I would be happy to remake every single sound in the entire game if you'd have me!! 😍
One of my biggest things about oras is how Maxie and Archie are hyped up as being these super strong evil guys but the battles against them are super easy. That needs to be more of a challenge. Maybe increasing levels, improving movesets, or even adding more Pokemon. Maybe even increasing the AI difficulty cause Maxie just be spamming curse and never attack for example
TOP Idea. Looking forward to this. Just what I was looking for
This looks really cool! Id love to explore this expanded Hoenn! You got yourself a sub man
There was a guy doing this a while back, I think he called it "Pokemon Emerald Expansion" but he quit. Quite looking forward to seeing where you take this!
You know, it's nice to see this while I'm working on a similar thing for Kanto (mostly bc I wanted something good for challenge runs that also had frostbite mechanics)
But I do have one design trick I came up with that I'd like to share (because I want more designers to include it)
Add vending machines (I'm thinking of including solar panels on top if I make my own sprites) in forests or similar dungeons where running to town could be annoying. Then just fill them with potions/fresh water and pokeballs, and nothing else. Maybe antidotes too.
The main idea is to embrace the solar punk vibe of the Pokemon world. I feel like it fits in the world. Offering helpful conveniences to travelers on the go. Not a replacement for the mart, but a good stop gap and a gentle reminder to stock up on supplies. They're great near each gate/entrance. As something of "before you go hiking" design.
Great idea, I always feel that all the routes feel like forests, despite the insanely advanced world
Can't wait to see what else you have in store for us!
Looking forward to this!
godspeed, lookin forward to following the development
I can't wait for this, this seems like it going to very fun
Excited to see what you come up with.
I have been making a HGSS romhack, where instead of going north to Violet Town, that town has been sealed off by a disaster involving a rock slide so there are bridges and new routes connecting Cherrygrove to Azalea, essentially, the forest has also been chopped down a lot, so there is a new settlement to the west of Azalea, so the player travels all the way along the south of Johto
Dope! Thanks for your great work bro. It'll be a pleasure to play it once you're done!
minor unrelated comment, i like how your avatar has BISA in the bulbasaur patterns, very cool detail.
I get what you're going for with Littleroot Town and I like it, the only thing is that I feel the result is more of a sparse group of houses in the woods rather than a coherent town. I think what I would have done is grouped the houses together, placed them in one of the lower corners so it's actually a coherent town, then had a road going to the opposite corner where Birch's lab and the entrance to Route 101 would be. I'd add a pond to the other lower corner, and then a grassy area behind a cut tree with a small selection of appropriately leveled Pokemon from the nearby routes, plus a few of the version exclusives from Ruby and Sapphire that would make sense for a forested area but wouldn't really fit anywhere else, or possibly some Kanto and Orre exclusives. This way, you'd have more of an actual town (or at least an actual village, but then also still have the feeling of being in the wilderness.
I really like this concept. Exploration has always been the biggest part of pokemon games so I really think expanding the maps is the best thing you can do, this is certainly more creative than the 100th hack that just stuffs 500 newer gen pokemon to emerald and calls it a day
PS have you considered adapting some of the Hoenn locations featured in the pokemon anime and movies? I think there's a lot of well built sources of inspiration there such as Forina
I've thought about referencing the anime for the recreations of maps, but I'm not familiar enough with it, so I havn't actually thought of adding original locations from it, thanks for the idea!
We will watch your career with great interest
I like the idea, gen3 is a favourite of mine, and this looks like is gonna be a massive work (source: I do romhacking too xD).
Keep up the good work!
For littleroot it would be nice to have some sort of path the moving truck could take. Or barring that have a break in the trees that the truck could have come through, can use a natural feature like a ledge to still block the player off but a vehicle could shill get through. Perhaps later players can explore a little path on the other side to
Looking forward to exploring the region when this comes out
Looking forward to seeing how this progresses
Will there be an opterunitiy to catch mons in Littleroot? Maybe grass hidden by a cuttable tree or something? Could give nuzlocks another option :)
Just found your video loved the idea of redesigning the maps of hoenn. Best of luck.
I am already super invested in what you are cooking! I can't wait for the next video. I can see this being something where as soon as I see a new video, I drop whatever I am doing to watch. I started with Gen 1 and while Platinum is my favorite game, Hoenn will always be my favorite region and I can't wait to see how you change it!
Interesting concept so far!
Making Littleroot less square, maybe add some features like gardens or Pokémon pens to give the areas more filling. Plus, it means more walking so would the running shoes be available right away?
I would love to see something of a “centerpiece” in the Littleroot fly spot! A fountain, seasonally decorated achievement board where your parents brag about Brendan and May, etc.
Looking forward to the next one!
editing as we speak 😅
Eyo i can't wait to see this finished and released, mate - RSE's needed a sharp update for years now, and y'all got me excited to play already, just from the first video!
I've been planning the same thing for FireRed/LeafGreen/Kanto - then moving on to Emerald - and making videos as well. Can't wait to see how our versions differ!
Just found this video and I should advise first and foremost, if that's okay, that the changes made to Littleroot Town are too much. None of the starting towns in Pokémon are hard to navigate and they tend to be a space with a lot of freedom of movement. Splitting it into four sections by adding a lot of trees takes away from that - I suggest tearing down the trees in the southern part of Littleroot so that there's just a circle of trees surrounded by the three houses and the lab, and maybe expand the paths between houses since I saw a one-tile pathway at 9:14. I hope all of that's okay to say! Just an observation I made as soon as the map was presented.
The concept of a new gen 3 remake is really neat to me because even though I like ORAS, I used not to - until this year when I last replayed it. It lacks the charm of gen 3 and replaces it with its own, which is nice, but it doesn't feel like Hoenn.
Definitely will keep up with the development of this hack, I'm looking forward to it. Best of luck making it!
I'm here for it!
I might like ORAS because I had lots of fun in the game as a 10 y/o kid, but I understand and respect your opinion on why you don't like it. I recently went back to replaying it and realized that you can get so many mega evolutions early on before you get the Mega Bracelet, like Manectric, Mawile(Omega Ruby), and Alakazam(Trade with friend only) being super early to access their respective Mega stones, eliminating most of the challenging battles! Also, the ones in the mid-game are accessible easily too. Medicham, Banette, Gyarados, the Eon Duo, the Starter of choice, Absol, Heracross, Altaria... I could go on. I never had just a team of six, and always alternated my team every five minutes. And Emerald is better with these two words: Battle Frontier. I never experienced a "Battle Frontier" as a kid, because Omega Ruby was my first taste of Hoenn. I actually plan to get Emerald in a week so I can see why everyone likes it so much, and to make a "True Ribbon Master"(Needs GCN game for that too). Also, I like Wally. That is my reason for liking ORAS. This is not to say which version of Hoenn is better, I am just telling you our experiences are different.
TL;DR version: Too many Megas = too little challenge.
Forgot the Delta Episode and Deoxys accessibility at the end of the game, but you get the gist.
Edit: I love Bulbasaur.
Very much looking forward to this, Hoenn had so much unnecessary exploration and easter eggs and things packed into it all over the place, random sea / undersea routes, a tree or rock blocking a path to a whole hidden area for later, but ORAS felt small in comparison when I got my hands on it that it felt so disappointing for me.
Interesting, you earned yourself a subscriber.
Question though, will u also expand the Pokedex to allow all first 3 gen Pokemon to be caught in the wild?
What do you think of the Pokémon Grumpig? It's my favorite Pokémon from generation III.
What’s the background song during the beginning of the video??
Working on a game current, wish I had a map designer like you.
I love how there’s a mini and a expanded version of Hoenn now 😂
Nice job 👍
… “because I didn’t like ORAS” …
You sir just esrned yourself a new subscriber
Wait, aren't you the Bisa from the Nearly on Red discord server who's always pleading twitch streamer Th8a to analyze Symphogear? I knew you were actually a bulbasaur all along!
I've been making my own hack of emerald over the course of the last year, tho it is more focused on changing the story and making it feel more "on board" with modern games (like giving every important charact an arc and give the entire region a general theme it touches upon), alongside some new added things to not make it feel like the same story but with more dialogue, lol.
So I always love to see others have their own takes in how they want to make their own games!
I do also redesign some maps, but mostly to fit more with today's standards of the maps not being too "perfect" (like perfectly squarish, like littleroot feels), but I love how you're approaching it so far!
I do feel like it might end up being too much if you do it without thinking too much, but from what I've seen, it doesn't seem to be a problem so far.
I do feel like the clearings could be a little bit smaller cause it feels like they're kinda big when you showed them in game
You should definately add some kind of light sources. Small lamps hanging from the houses etc.
I subbed just to see updates. Keep it up man! I’ve wanted to do a gen 3 remake but with the hg/ss engine so bad.
i loved oras and defo disagree with your dislike of this; but i am still extremely hyped to see how you expand the world and improve upon gen 3!! (as emerald is my favorite game)
While I do still think ORAS are excellent games, I can completely understand some fans' frustrations with it (The Battle Tower/Frontier tease for instance that we never got.) I've seen a lot of ROM hacks of RSE that have a day/night system, however I've never seen one that has a season system! I do have to ask though... How are you doing the season system? Is it like Gen 5 where the whole map can be 4 different seasons, or are you going to go for a different approach like putting Littleroot as Fall, Dewford as Summer, Spring for Fortree, etc? I love when you're doing here and I am so excited to see what you do with this project!! Do you plan to make this a very public release thing? Like, releasing betas as certain story elements, maps, etc are done? Or are you going to wait until the final product is completely done? Personally the former seems like an excellent option, as people who like the idea of this hack could sort of be "playtesters," watching for any glitches, tile map inconsistencies, dialogue errors, etc. Do you have a discord for this project/your channel by the way? I would love to join and see how this hack is going! Either way, you've earned yourself a new subscriber!! Looking forward to what comes next :)
One expansion request:
In Sapphire (didn't check Ruby but its fixed in Emerald) there is a glitch with the pokedex when viewing the area for Wurmple that causes 3 pixels on the tile north of Petalburg City to light up red when the routes flash. As a kid i tried so hard to reach this "Wurmple Grove" so please add it to your remake. (Especially as a separate area from petalburg woods)
Honestly, I'd honestly like these games updated to where it's easier to breed for 0IVs/6IVs/Egg Moves and EV Train. I'd gladly replay these games for that.
Edit: What I mean by this is updating the games to how breeding worked in terms of Gen 6 and higher, but getting 0IVs as well.
i also grew up with rse. i loved ruby and the remakes. i could sit anywhere i wanted (compared to newer games; SV). i also love your remake. it really feels nice. :-)
9:48 Where im from it makes sense for it to be Spring, so i was confuse until you explain it wasn't spring where you are :P
I really like your video, I think the day/night and seasons cycle gives so much life to the game, also the NPC dialogue changint with it. I'm looking forward to the next video. Will you change the menu to make it look modern?
I'm not quite sure about any major graphical changes yet. While I do wanna polish up what I can, this is something I'll have to learn from the ground up, and I do want to keep the original visual style intact as much as I can, frankly mostly because I personally like it.
Looks pretty neat! I hope you stick with it.
i saw the title, sleep with one eye open.
What is this program? i'd love to try making my own firered leafgreen romhack and that is the exact kind of thing i would need
is remake a game with the same graphics a good idea ? You should try HQ texture base on Gen3 (with better color)
I absolutely LOVED ORAS but that doesn’t mean I won’t try this out too!! The more hoenn games the better
I hope you succeed mate sounds interesting
instant Like and Follow (Because of Bulbasaur)
3:33 video starts here you're welcome peeps, enjoy your opinion based "i could do better" rant
i played through pokemon emerald recently as i put it in my top 10 favorite games of all time, i wrote a bunch of notes on my problems with the game as i went along because obviously no game is perfect. so im excited to see what you have in store. pokemon emerald is filled with all of these like little nuggets of adventure in each area of the map, im not going to say it was carefully planned out because it wasnt, but i think its a very good idea to keep those things i mind when you go through these changes. like for example meteor falls is a place you only have to visit once for the entire game and yet it has 4 floors and a secret room once you beat the game where you can fight steven stone. or granite cave having a whole entire bike course in it that literally no one would ever go through. i think it really fits with the idea of exploring the world and it makes the game not feel as one dimensional. these are places you never have to goto but youre since of adventure and wonder wants to take you to these places or explore whats on the other side.
Maybe you could connect all the clearings so you don’t have to go to the lab at all times to go between the buildings. But maybe you won’t even spend that much time there so it’s not very important I think. Love the project and will follow it to the end :)
Whole new areas and story lines do a lot to make an older game fresh! Greater Pokémon diversity in routes also offer a refreshing way to play!