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- Seen Jul 28, 2022
I would post in the Recruitment section, but my project isn't far enough along to show details there.
I am working on a 3D game engine that I will use to write a Pokemon fan game. The engine isn't a traditional Pokemon engine, like the one Pokemon Unity project. It's just a voxel engine. That's because I don't plan to write a traditional fan game, but one with quite different gameplay than the mainline Pokemon games. Pokemon Legends: Arceus is the closest to what I have in mind, but it's still pretty far off:
- I want to have a much larger variety of things to do in game
- I want a full battle engine, based on Pokemon Showdown's engine (my engine is in JavaScript, so I can import it directly!)
- I do not care much about graphics, so I expect to have low-res textures and to use 2.5D "Doom sprites" for Pokemon, NPCs, and items
- Unlike other fan game engines, I want my game to run at 60 FPS, on low-spec computers (e.g. integrated graphics), and *in a web browser*
(There is a fan game that's much closer to what I want to make, too - Pokemon Wilds. The thread here was removed, though.)
I can handle the technical side of things here. What I'm looking for is someone who wants to take on the design side. I have a rough idea of how a lot of gameplay will work, but there are many problems to flesh out. For example, the engine is a voxel engine ala Minecraft, but unlike Minecraft, I want the player to have very limited capabilities. After all, they should rely on their Pokemon to get things done! That introduces many game design challenges, like how to handle a character in a voxel game that may not even be able to jump one block high.
To show that this project isn't complete vaporware, well, you can try the engine yourself!
- For low-spec computers: https://www.skishore.me/voxels/
- For better computers: https://www.skishore.me/voxels?size=fullscreen&scale=1
I should also mention that ~10 years ago I wrote a hack of Pokemon Silver that had similar gameplay goals (but no ability to hit them). Here's the description.
Here's what I could really use in a collaborator:
- Interest in game design problems
- Similar aesthetic and gameplay goals to me (fast gameplay, no grinding, graphics are secondary)
- Experience with mapping - although these maps will contain procedural elements, they also need a human eye to be good
I am working on a 3D game engine that I will use to write a Pokemon fan game. The engine isn't a traditional Pokemon engine, like the one Pokemon Unity project. It's just a voxel engine. That's because I don't plan to write a traditional fan game, but one with quite different gameplay than the mainline Pokemon games. Pokemon Legends: Arceus is the closest to what I have in mind, but it's still pretty far off:
- I want to have a much larger variety of things to do in game
- I want a full battle engine, based on Pokemon Showdown's engine (my engine is in JavaScript, so I can import it directly!)
- I do not care much about graphics, so I expect to have low-res textures and to use 2.5D "Doom sprites" for Pokemon, NPCs, and items
- Unlike other fan game engines, I want my game to run at 60 FPS, on low-spec computers (e.g. integrated graphics), and *in a web browser*
(There is a fan game that's much closer to what I want to make, too - Pokemon Wilds. The thread here was removed, though.)
I can handle the technical side of things here. What I'm looking for is someone who wants to take on the design side. I have a rough idea of how a lot of gameplay will work, but there are many problems to flesh out. For example, the engine is a voxel engine ala Minecraft, but unlike Minecraft, I want the player to have very limited capabilities. After all, they should rely on their Pokemon to get things done! That introduces many game design challenges, like how to handle a character in a voxel game that may not even be able to jump one block high.
To show that this project isn't complete vaporware, well, you can try the engine yourself!
- For low-spec computers: https://www.skishore.me/voxels/
- For better computers: https://www.skishore.me/voxels?size=fullscreen&scale=1
I should also mention that ~10 years ago I wrote a hack of Pokemon Silver that had similar gameplay goals (but no ability to hit them). Here's the description.
Here's what I could really use in a collaborator:
- Interest in game design problems
- Similar aesthetic and gameplay goals to me (fast gameplay, no grinding, graphics are secondary)
- Experience with mapping - although these maps will contain procedural elements, they also need a human eye to be good
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