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[Game Idea] Pocket Venture (feat. proof of concept)

BrainWave

A new idea sprouts
  • 239
    Posts
    19
    Years
    I'm thinking of making an action-adventure game where you play as a pokemon. Like the main-series game, you get to use four moves to attack.

    Attached below is the prototype. Charmander is a playable example.

    Controls
    Arrows keys to move
    Z to use Scratch
    X to use Tackle
    C to use Ember (as a ranged attack)

    Right now, I need help with the AI, first with enemy and then with ally. The playable unit is similar to the enemy unit; the only difference is how they are controlled.
     

    Attachments

    • pocket_venture.zip
      12.8 MB · Views: 7
    Like mystery dungeon?..right have a look this Touhou Puppet Play Enhancedone like yours but puppet play, you can use similar as example ..i hope this will help you..
     
    I guess it is like the mystery dungeon series, though I image the game to be 360-degree free roaming rather than moving along in a grid. Touhou Puppet Play Enhanced doesn't help as it is a hack of fire red unrelated to this game's genre, though I might want to later look at the original touhou game to see whether the bullet hell elements could spice up the gameplay.
     
    This version has an ally (Chikorita) and an enemy (Squirtle). If you walk towards Chikorita then walk away, it'll follow you. If you creep near Squirtle, it'll chase after you.

    These are my goals for the next milestones:
    • UI for your HP and moves
    • Implement Speed stat. By making Squirtleslower, you can outrun it and it'll stop chasing.
     

    Attachments

    • pocket_venture.zip
      13.8 MB · Views: 1
    While working on my next milestone, I need to establish the core gameplay features, or its pillar. In the game, the player can:
    • Move around the field.
    • Shoot to attack.
    • Beat 'em up moves to attack as well as to parry.
    • Use Elemental Types to make the attacks stronger.
     
    Attached below is my next milestone. I added an interface consisting of HP and moves. I also made Squirtle slow so that Charmander can outrun it, showing it stopping when it's too far.

    I added in base stats from the mainline games, but I find it too complicated to integrate them into the gameplay. As the result, I only add in 2 parameters: HP and speed, but I won't be copying them from the mainline games.

    Next up is to implement moves damaging other pokemon. In the mean time, I'm working on an FSM plugin in which I'm using for this project.
     

    Attachments

    • pocket_venture.zip
      13.8 MB · Views: 0
    Got the floor tiles set up, and a damage counter appears when a unit is damaged. I also got the main UI (HP and moves) implemented.

    [ADDED] Following this post, my next goal is to give it a game loop, like Title > Level Selection >< Gameplay. I also want to expand my sprite set to include a fully-evolved pokemon (like Charizard) and Smeargle, which would be appropriately used to test various moves.
     

    Attachments

    • pocket_venture.zip
      13.5 MB · Views: 0
    Last edited:
    Didn't touch on this for a long time, but I've fixed a few issues in a few days. Will work on the game loop next.
     

    Attachments

    • pocket_venture.zip
      14.5 MB · Views: 0
    Last edited:
    I've made a short game loop in the attachment below. I have also made a Charizard sprite. Here it is, in comparison with Charmander:

    [PokeCommunity.com] Pocket Venture (feat. proof of concept)


    Charizard's size is about twice of Charmander's, and Charmeleon should be in-between. After Charmeleon, I can use its size as a reference when drawing Smeargle.
     

    Attachments

    • pocket_venture.zip
      15 MB · Views: 1
    I'm surprised how therapeutic drawing sprites is, so I ended my making more than I should. I have to stop at some point to work on the moves as well drawing the environment.

    You can view the sprites I've made here.
     
    Since Godot 4.x has been out, I've been bringing forward many of projects. It took me a long while, but I've finally got to this project. I still need to work on its FSM system, but I also worked on the game's interface, too.

    Attached below is a screen of what it could look like on a brake between two game levels:
     

    Attachments

    • [PokeCommunity.com] Pocket Venture (feat. proof of concept)
      interface.png
      13.3 KB · Views: 5
    Now that I've finalized my game loop, I'm adding mons, moves, maps and ai types next.

    At this point, I can't attach my progress here as it exceeds 20 MB. If enough people want to see my progress, I'll make my project public.

    Attached below are what the game would look like:
     

    Attachments

    • [PokeCommunity.com] Pocket Venture (feat. proof of concept)
      title.png
      15.8 KB · Views: 4
    • [PokeCommunity.com] Pocket Venture (feat. proof of concept)
      starters.png
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    • [PokeCommunity.com] Pocket Venture (feat. proof of concept)
      gameplay.png
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    Last edited:
    It's been a while since I'm done with the AI, so I'll talk about my progress on it.

    Previously, I used Finite State Machines (FSM) to control the enemies' behavior. For example, they start in a state where they just sit there, doing nothing. But when the player goes near, their state changes to chasing the player down.

    However, I switched to Beehave, which uses behavior tree system. At first I set up wrong leading to unexpected behaviors, but eventually I understand how they work. It also helps that I drew out a plan on how the system works.
     

    Attachments

    • [PokeCommunity.com] Pocket Venture (feat. proof of concept)
      unit.png
      141.6 KB · Views: 5
    • [PokeCommunity.com] Pocket Venture (feat. proof of concept)
      debug.png
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    • [PokeCommunity.com] Pocket Venture (feat. proof of concept)
      diagram.png
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    Last edited:
    I'm currently working on the party sub-screen of the intersection screen, which is a break between two levels.

    First, I've made a separate scene so that I could use placeholders to see how the layout turned out. After a few experimentations, I've found a way to show the list of units, the one used in the party and a unit data (on its stats, skills and traits) as well as additional options to upgrade said data.

    I got the idea on how each tabs of data are to be laid out. Now I'm working on options.

    [ADDED] Attached below are sketches of said sub-screens.
     

    Attachments

    • [PokeCommunity.com] Pocket Venture (feat. proof of concept)
      skills.png
      35.9 KB · Views: 3
    • [PokeCommunity.com] Pocket Venture (feat. proof of concept)
      stats.png
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    • [PokeCommunity.com] Pocket Venture (feat. proof of concept)
      traits.png
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    Last edited:
    To continue working on the Intermission section, I have to expand the skills for the Pokémon to use. Attached below are some of my sketches.
     

    Attachments

    • [PokeCommunity.com] Pocket Venture (feat. proof of concept)
      discharge.png
      3.2 KB · Views: 0
    • [PokeCommunity.com] Pocket Venture (feat. proof of concept)
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    • [PokeCommunity.com] Pocket Venture (feat. proof of concept)
      t-bolt.png
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    • [PokeCommunity.com] Pocket Venture (feat. proof of concept)
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