Genre: RPG action adventure
Plot line: War is brewing in the Kanto Region. Wild Pokemon have become increasingly aggressive, and there have been many reports of mass maulings. As the land becomes increasingly dangerous, fingers are pointed, and the cities begin rallying around their Gyms, each determined to destroy the others and re-establish order. The player must embark on the familiar journey across Kanto to prevent an all-out war, and determine the cause of the strange behavior.
Gameplay: Most features will be directly based on the classic game boy releases. By battling and defeating opponents, the player raises his/her Pokemon to a sufficient level to take on tougher enemies. The main differences, however, will arise from the battle scenes. As opposed to the traditional turn based method, Battlegrounds will feature a more dynamic battle. The player controls his/her Pokemon, who auto-locks onto an enemy. The controls shall be similar to the following:
-Shift: pull up switch Pokemon screen
-WASD + Space: Dodge incoming attack
-Arrow keys: various moves; behavior depends on move, available moves dependant on Pokemon selected, as well as level and players choices.
-Enter: Bring up Items menu, etc
The action will be in real time, and the various moves will retain as much of their original effects and mechanics, but be adjusted in order to make sense in this more dynamic setting.
Another key feature of this mode will be Pokemon ‘mobbings.’ In wild encounters, it will not be uncommon for there to be many enemies within a single encounter. The number of enemies will be dependent on the type of Pokemon making up the mob, as well as the area of encounter. Various moves will be more suited to dealing with mobs, while others will be more effective when used in duels.
Graphics detail: We will endeavor to create beautiful visuals, with an art style similar to Skyward Sword. The painted appearance suits the cartoonish nature of the game, while the level of realism appeals to the more serious storyline and dynamic gameplay.
Pokemon to be included: At this point it’s hard to tell. I’d love to include a few Kanto Pokemon, and possibly even some ruby/sapphire version. However, due to time restraints, I am currently setting the bar AT MINIMUM at the original 151. An additional, original ‘bonus’ Pokemon created by the team may or may not be included. Later on, depending on community cooperation, we may include more Pokemon, and more areas.
Gym Leaders: Many of the original red/blue/yellow leaders will be featured, but as older versions of themselves. Some, like Lieutenant Surge, or Sabrina may be replaced due to their already older age.
Alright, so now that I’ve got a framework laid out, Here’s a list of the team positions I’m looking for, including the positions I’ll help fill.
~ skill [looking for#]: ‘description’
~Programmer [1-2]: I’m fairly decent in Python, so I imagine I’ll do most of the scripting. However, I would love to work with another programmer, in order to check each others work and maximize efficiency in the coding.
~Modelling[3-5]: Not that it’s going to be that hard, but there’s at least 151 of the pokemon alone, not to mention characters and props. I could really use assistance here.
~Rigging/Animation[1-2]: There’s going to be tons of rigging and animating to do (151, remember?) These teammates will mainly focus on animation, rigging only if the modellers don’t know how. I don’t want too many animators, however, because I’d like to retain a fitting movement style for all of the pokemon, rather than having 6-7 different animation styles.
~Texturing[2-3]: I need help in this department, it’s one of my weakest areas. Since we’re going for a painted texture style, I’d like these guys to be able to produce appealing work, rather than high detail. Artistic spirit is more important than ability or detail here. Once again, I’d like to keep the number of texturers down in order to preserve unity of style.
~Level design[1-2]: Not too hard of a job, beings as the map and locations are already designed for the most part. Converting the 2d/tile format into a believable 3d landscape might be a bit difficult.
~Special effects[1-2]: I’m not sure how to do this part. We might use EasyEmit, or SSB style 2d alpha planes. This will largely depend on who volunteers for the job, and what they can do. Either way, if you want to do this, go crazy! There’s lots of neat-o effects to do here. If I wind up doing it, it’ll likely be 2d alpha planes.
I think that’s it for now. If I missed anything, we’ll change the post here.
Any work completed must be approved by all members of the team, and finally be reviewed by the member with the most Game-dev experience (which will probably not be me) These measures will be taken in order to retain unity across the entire product, which will be released open-source. As a team, the deadline will be set once work begins in earnest. Formats for the various image, sound, and mesh objects will also be decided upon by the team soon.
A final note:
I recognize that at least one similar attempt was made in BA’s history, so if anyone has any resources they want to contribute, the head-start would be VASTLY appreciated. Please, however, do not provide anyone else’s work without their permission.
Pokemon is, of course, copyrighted by a multitude of other companies, none of which I own. So think of this as a type of Fan-art. We’re doing this for the adventure, for our love of the world of Pokemon, and as a tribute to their awesome creators. I really look forward to working on this with you guys.
If anyone has any questions, or wishes to join or contribute, please let me know. If enough interest has been generated, a dev-log forum will be started off-site once work begins. Thanks guys!
Overworld programming is in progress, here’s a video.
-Camera Tracking Logic
-Movement & Placeholder Animations (And model AND rig, for that matter.)