Weather in Pokemon and More



I go over the weather mechanic in Pokemon and other games of the genre before talking about my own weather-based design

Thank you to @FCPlaythroughs for the gameplay footage

Learn more through the links below:

Why Ice Floats in Water: https://www.youtube.com/watch?v=UukRgqzk-KE&ab_channel=TED-Ed

Supercritical Liquid: https://www.youtube.com/watch?v=zv4sE7R8QO4&ab_channel=TheActionLab

Bose-Einstein Condensation: https://www.youtube.com/watch?v=shdLjIkRaS8&ab_channel=LaPhysiqueAutrement

Interactive Tesseract: https://ciechanow.ski/tesseract/

Twitch ► https://www.twitch.tv/n0rtist
Twitter ► https://www.twitter.com/n0rtist
Instagram ► https://www.instagram.com/n0rtist/
Patreon ► https://www.patreon.com/n0rtist

#pokemon #fakemon #stem

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30 thoughts on “Weather in Pokemon and More”

  1. If you haven’t already, what about a creature based on non Newtonian fluid

    It could be a literal newt that increases its defence when hit by a physical attack

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  2. You probs already thought of something like this, but when you’re ready, will you ever start a Kickstarter campaign to get this game made?

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  3. Always thought it would make sense if grass types got a small buff in both rain and sunlight, since they’re the third in that trio and plants need both water and solar energy to survive

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  4. It could be cool to reference QFT when implementing field effects. You could make a set of 3 pokemon based on SU(3) × SU(2) × U(1) (the Standard model of particle physics) were each creature represents one of the groups and creates its own field. The U(1) would create an electric field since it represents QED (charge conservation), SU(3) could create a colour field (something related to light type). And all the designs could take inspirations from the symmetry groups they are based on, and how you can represent them in a drawing.

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  5. Personally I feel like having Plazorm be an evolved form of Phazorm undercuts a design which clearly had a lot of thought put into it. If I had to choose, I'd either tie it behind a side quest involving using Phazorm's gimmick extensively, or preferably I'd just make it a rare but powerful alternate form

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  6. loomian legacy jumpscared me, also im surprised you didnt talk about doodle world, im not sure what the weather does in this one, but theres a chocolate rain which is, idk

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  7. While I really love the concept, I fear I would be disappointed if my cool phase changing creature lost that gimmic when it evolved. Perhaps the plasma form could be more powerful in exchange for being triggered by a particular held item which could be removed? Or perhaps it could be triggered by using a signature move?

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  8. hah! im also making a creature collector, and in mine, weather cant be changed in the middle of battle (exept for legendaries, since their power level is over 9000), but terrain can, and i will create several terrains for that…

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  9. I unironically recommend Loomian Legacy for those who like creature catching games! Yes its on Roblox, but aside from the little kids that tend to chat a lot on it, its actually really fun and rather complex. It is similar to Pokémon but has different enough mechanics that make it feel unique with new stuff to learn like type matchups, and moves/abilities playing off each other.

    The competitive pvp scene in it is thriving and although they are only on badge 4 of the story, it is still getting updates and like nortist said, there are events that take place to find event creatures.

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  10. I'd like to also bring up Touhou Puppet Dance Performance, which has weather and terrain mechanics:
    Weathers:
    • Dust Storm: 1/8 damage to everyone that isn't Earth or Steel type (or has an ability-based immunity) similar to sandstorm, however it also suppresses Air Cushion (the Levitate equivalent) but not Wind type's immunity to Earth/entry hazards/terrains.
    • Calm: blocks secondary effects of moves
    • Sunshower: swaps Focus Defense and Spread Defense (almost like Wonder Room, which only swaps the Def/SpDef boosts)
    • Aurora: boosts Light and weakens Dark
    • Heavy Fog: boosts Dark and weakens Light

    The terrains are somewhat weirder, imo harder to remember:
    Terrains:
    • Suzaku: healing effects self-inflict damage instead. Not a 1-to-1, i.e. Recover-equivalent moves deal 1/4 of max HP in damage instead of 1/2. Healing Power (the Regenerator equivalent) doesn't work but doesn't damage you for switching out. Continue (Rest-equivalent) just fails.
    • Genbu: slower puppets move first (aka Trick Room)
    • Seiryu: suppresses type interactions except for immunities. Dream type (equivalent to typeless) still bypass Frail Health (Wonder Guard)
    • Byakko: moves never miss, except for OHKO moves
    • Kohryu: suppresses held items (aka Magic Room). Also does weird things with abilities: suppresses any part of an ability that affects damage calculation, suppresses abilities that block OHKOs, and everyone behaves as if they had Unbound (Mold Breaker).

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  11. I dont see weather affect hazards or effect damage which is another part of rpgs that are pivotal to battle.

    I think snow or sand could be something like that. They are both made of substances that covers a land or area. Snow can soften damage from a hazard while sand magnifies it by bringing in chip damage.

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  12. LOOMIAN LEGACY MENTIONED YOOOOO

    As a huge Loomian Legacy fan, it's awesome to see the weather mechanics mentioned on your channel.
    Fun fact by the way, since Loomian Legacy is still in development, there are more weather types planned for the game. One such weather mechanic is the Thunderstorm weather, which will increase the power of Electric type moves by 25%, increase the accuracy of Electric type moves by 25%, and prevent all Loomians from sleeping. Additionally if a Loomian was asleep when it gets set up, it will be woken up.

    P.S., you are correct with Strong Winds, the primary effect that prevents trapping moves from working is quite niche, I'm personally hoping it'll get changed in the future.

    Great videos btw!

    Reply

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