My Imaginary Pokedex Homebrew

So while making a mock-up pokedex for the hell of it (and because I saw Ace Faith made one, so I thought I'd try and make one too), I made up an imaginary pokedex homebrew that hopefully some amazing homebrew coder with an ardent support for pokemon will bring into reality (of course as a homebrew for the DS/DSi).

Anyways, here is a mock-up of what I was hoping for, although it needs a slight revision because I forgot that there was a maximum of a 5 digit weight instead of a 4 digit one.
mockup.png


Since I only have a mock-up of the top screen of my imaginary pokedex, I'll just explain that and when (if) I make a mock-up of the lower screen, I'll just talk about that in another blog post (since its not like my blog has anything productive anyways).
The number on the upper left is obviously the pokemon number.
The stats on the right are the base stats (each little bar is 10 points).
The "Seed Pokemon" above the stats is the pokemon species.
I'm fairly certain that people know what the "Bulbasaur"/"Poison"/"Grass" are, so no point in explaining those.
(This is where I screwed up my mock-up. I need to move the Poison icon to be next to the Grass icon and then shift the "HT:" and "WT:" to be above their respective numbers in order to fit the digits xD)
HT is the height, WT the weight.
The footprint is obviously the footprint.

And now the lower half of the screen =D (this is the part that I would find more useful). I had the fanciful idea of the L&R buttons changing between the tabs and using the Y button to change the page if there was too much information to fit in one page, and so that is pretty much how I had imagined circumventing the problem of not enough space on the DS screen xD.

The info tab is obviously the information about the pokemon (who doesn't like reading those lol).
Evolution would have been the entire chain (using the smaller sprites of course and multiple pages for pokemon that just have too many evolutions *cough cough* eevee *cough cough*).
Type would have been the super effective and not very effective types.
Stats would have been a table with the maximum, neutral, and minimum stats using natures for all stats.
Ability would have been the ability of the pokemon obviously xD (Pressure, Levitate, Own Tempo etc.).

For my very first mock-up of anything ever, I think it looks pretty awesome...

Comments

That indeed looks quite awesome, if I knew how to program on DS and if benjifs (or whatever his name is exactly, too lazy to look it up) wasn't making a pokedex homebrew, I'd give it a try.
 
I was able to finish my mock-up =D. I think it looks almost wonderful xD.
mockupf.png


The details of my imaginary pokedex quoted from Benjifs PokeDexterDS (because I'm to lazy to make it specific xD)
A scroll bar on the right (probably showing only the pokemon number since the name takes up quite a bit of space...although if there is lots of space at the end, then I will probably change that xD) with the "Back" button underneath. The upper left and right corners of the screen would match the L&R buttons (and swap the top pages). The main part of the screen was going to be a window with 6 buttons underneath with locations, learnable moves, teachable moves, Natures list, IV/EV calculator (including nature in calculations), and because I couldn't think of anything else, Pokemon cry. Of course, touchscreen wise, I imagined it just as tap on it to get the window active (maybe with some telltale glow or something) and blah blah, touch screen stuff is mostly a given. As for the key mapping, it took a little more thought. "A" was going to be select obviously, the cursor used in the same manner as it is in moonshell2 (when the scrollbar is active), otherwise it would be used to navigate the currently active window. "X" was to swap between the windows (instead of tapping if people don't like the touch screen), flipping the upper pages (incase of too much info) was the "Y" button, touchwise it would have been this button in the upper middle part of the screen. Pokemon cries was the Select button because I doubt people use that as much, and the Start button would bring up a smallish menu to allow non-touchscreen users to jump to the top, bottom, or go back to the start screen (as well as the option to cancel xD).

Of course the problem with my set up is that because there would be 3-ish windows (scrollbar, lower buttons, and main window), if the user misses the first time while pressing X, then they cycle through the other two to get to where they want (though I deemed that a necessary evil to fit everything in).

I actually had the entire pokedex GUI planned out in my head, like how the learnable/teachable moves would work, which was pretty much having the main window with a scroll bar and each entry having the name of the move, the base power, type, contest entry type (cute, cool, etc.), and a short description if it had an added effect (ie. quick attack always being first). If it couldn't fit every move with that setup, then I was thinking of just having the extreme basic stuff, name, base power, type and then have the d-pad control a cursor and when a move is selected, the main window changes to show the finer points of the move.
 

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