Yeah, these are Sugimori images that XY actually used in-game (which is awesome). That makes it easy to make a variety of XY-exclusive classes, but unfortunately he didn’t provide nearly as much trainer artwork for older generations.

I sure do wish Ken Sugimori drew more trainer artwork. Like, for every class. That would have been great.

I’d like to have this sort of class for the rarer-to-find Pokemon types in this game, to help balance their difficulty. Oh well. I mean I wouldn’t need an image to write new classes once playtesting is under way, but I sure do prefer having something purdy to look at.

Thank you once again, bowtochris, for pointing out my glaring stupidity and forcing something better out of me.

I can only assume (and hope) that, in time, I would have realized how bland my Player Classes were and summarily reworked their abilities… but now I don’t have to go down that lengthy road because it’s done!

So, thanks :-D

Also, I’ve “solved” the problem of limited picture-space on these templates. See, on the back side of each class card, you’d have a diorama of the class, and so on the rules side you just see the cutout of what you need. Throw in a generic background image and it’d be just fine!

Also also, I’m trying a water-only fast this week so if things get weird or I die, that’s probably why.

I learned an important lesson in vertical/horizontal spacing tonight. I don’t know if this will make sense when I write it out but here I go.
When arranging vertical rectangles (as seen above) onto a horizontal page, you have a gain in leftover vertical space.
When arranging those same vertical rectangles onto a vertical page, you wind up with less leftover vertical space. I had more horizontal space, which actually turned out to be worse than what I had before!
So I’m sticking with this I.D. design for the time being. Something better may present itself in time.

I learned an important lesson in vertical/horizontal spacing tonight. I don’t know if this will make sense when I write it out but here I go.

When arranging vertical rectangles (as seen above) onto a horizontal page, you have a gain in leftover vertical space.

When arranging those same vertical rectangles onto a vertical page, you wind up with less leftover vertical space. I had more horizontal space, which actually turned out to be worse than what I had before!

So I’m sticking with this I.D. design for the time being. Something better may present itself in time.

First pass at a Player ID.
I really really like the 6 card slots (as you probably guessed already, these are just placeholder areas and you simply put your caught Pokemon on top of them). I’m less enthusiastic about the position of the trainer image - I mean, most of them are more vertical than horizontal like the Firebreather…
 - Oh. Well I just answered my own question before I could type it out. -
…Version 2 of the Player ID will be vertically aligned, not horizontal. That should fix the problem! And maybe by the time that’s done I’ll have also figured out what to do with the drab gray background!

First pass at a Player ID.

I really really like the 6 card slots (as you probably guessed already, these are just placeholder areas and you simply put your caught Pokemon on top of them). I’m less enthusiastic about the position of the trainer image - I mean, most of them are more vertical than horizontal like the Firebreather…

 - Oh. Well I just answered my own question before I could type it out. -

…Version 2 of the Player ID will be vertically aligned, not horizontal. That should fix the problem! And maybe by the time that’s done I’ll have also figured out what to do with the drab gray background!

Pretty damn simple. I reckon there will be some tweaking here and there as I get further into rewrites, but at the moment I’m satisfied with how items work.

There won’t be held items in this game, just these disposable ones that will rotate quickly between players. If you lose a battle, all of your items are lost too!

That was a lot easier than I thought it would be!
The Gist:
You get all 8 badges. You traverse Victory Road. You heal. You run the gamut of OP masters that comprise the Elite Four. You survive, you win! Does this sound familiar!?
Two points of trivia to be had here. First, I originally designed the Master templates to have five Pokemon apiece, which didn’t look terrible but I realized it would take entirely too long to play out. Four is still intense.

Second, when it came time to mock up some kind of background, I decided to pay homage to my old drinking board games. I’m so happy with the result that I might just keep it like this. (I guess I am a sucker for diagonals haha)

So what’s next? Well, I need to make item cards, which won’t take very long at all. And then I THINK Phase II will be finished. After that, I begin re-writes and route design. Yikes.

That was a lot easier than I thought it would be!

The Gist:

You get all 8 badges. You traverse Victory Road. You heal. You run the gamut of OP masters that comprise the Elite Four. You survive, you win! Does this sound familiar!?

Two points of trivia to be had here. First, I originally designed the Master templates to have five Pokemon apiece, which didn’t look terrible but I realized it would take entirely too long to play out. Four is still intense.
Second, when it came time to mock up some kind of background, I decided to pay homage to my old drinking board games. I’m so happy with the result that I might just keep it like this. (I guess I am a sucker for diagonals haha)
So what’s next? Well, I need to make item cards, which won’t take very long at all. And then I THINK Phase II will be finished. After that, I begin re-writes and route design. Yikes.

I wanted to redo the gyms before posting the rest. I’m putting off the scenery-bits until a later time, since I want to jump right into the next step:

The Elite Four.

Okay, so it just dawned on me how terrible it is that I’m making the gyms linear. I mean, NO DUH. This is stupid! If my whole premise is that you can explore the region however you like, you basically have to follow the sequential order of gyms if you want any chance of winning. I’m dumb.
So, with the exception of the final gym, I will be removing this numbering nonsense. Go where you want. The gyms are all randomized anyways, so it doesn’t actually matter.

Okay, so it just dawned on me how terrible it is that I’m making the gyms linear. I mean, NO DUH. This is stupid! If my whole premise is that you can explore the region however you like, you basically have to follow the sequential order of gyms if you want any chance of winning. I’m dumb.

So, with the exception of the final gym, I will be removing this numbering nonsense. Go where you want. The gyms are all randomized anyways, so it doesn’t actually matter.

Just between you and me, I love how empty Lavender Town looks. I mean, on the next pass I’ll be dolling it up with scenery and stuff, but it’s just… desolate. I like that.
Anywho, this is the first example of a route-inside-a-town. Once you make it to Lavender Town, you have the option of entering the Pokemon Tower. The only difference between it and regular routes is that once you leave you’ll be right where you started! (Duh.)
As for the Name Rater, I have a feeling that players will sit there and grind ‘free’ XP until it breaks the game. Oh well. Lavender Town is out of the way and really doesn’t offer much else once you’ve explored the Tower. So if you want to go back and grind for a while, who am I to argue?

Just between you and me, I love how empty Lavender Town looks. I mean, on the next pass I’ll be dolling it up with scenery and stuff, but it’s just… desolate. I like that.

Anywho, this is the first example of a route-inside-a-town. Once you make it to Lavender Town, you have the option of entering the Pokemon Tower. The only difference between it and regular routes is that once you leave you’ll be right where you started! (Duh.)

As for the Name Rater, I have a feeling that players will sit there and grind ‘free’ XP until it breaks the game. Oh well. Lavender Town is out of the way and really doesn’t offer much else once you’ve explored the Tower. So if you want to go back and grind for a while, who am I to argue?