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"I took ideas from many different places, but the sources of these ideas were definitely pretty abstract… many of the early designs were inspired by the in-game Minecraft creatures, just to keep things native and organic. "The process was almost visceral," he said. Phoenix told me that designing them is what took the most time in development some of them weren't even completed until just days before release. While Pokemon Cobalt & Amethyst features Arceus-a god Pokemon-quite prominently in its story, the Minecraft map contains 136 original creatures. The idea of being able to replicate a functional Pokemon battle using Minecraft's in-game code is just fascinating Nevertheless, finally realizing everything was complete, despite the time it all took, was definitely very satisfying."
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"Because we're talking about Minecraft here, we were forced to store so much data in such a small, physical space. "Something else that was almost just as complicated was the PC storage system," Phoenix continued. Completing the entire system was definitely one of my favourite achievements. Also bear in mind that the battle system is indirectly related to every other Pokémon mechanic, including move memory and level-up movesets. Converting each nuance, such as damage/EXP calculation and statuses, into the Minecraft command system is, and was, no easy feat. "The battle mechanism requires an intricate system of logic. "The idea of being able to replicate a functional Pokemon battle using Minecraft's in-game code is just fascinating," he said. Despite the large amount of work, he wasn't afraid to admit was also his favourite part. One aspect of the map that used this type of coding was the battle system, which Phoenix says took around six months to get fully ironed out.
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