Hello everyone,
It's been a few years since I've patrolled these forums, and I've since graduated college with Game Programming degree :) A buddy of mine (also a programmer) and myself have been working on a game that uses the Pokémon IP for awhile now, and we finally decided to polish it so I'll post all of the details here to generate some hype!
The objective of Pokémon Roll is to capture Pokémon and get the highest score you can on levels based on locales in the handheld Pokémon games. Score directly translates into in-game currency that you can use to buy items in the shop, and there will be leaderboards to challenge other players!
Player Accounts - Since we plan on hooking up Pokémon Roll to a MongoDB database, you'll be able to create an account and access your progress on any computer you play at! Don't worry, all you'll need to make an account is a desired username and a password, so no worries about spam mail or identity issues :)
Stats and Leaderboards - Having a database is also great since we can create leaderboards and foster some competition to be the best! If competition isn't your thing, don't worry, it's still worth making an account since we plan on storing a lot of statistics so you can see how you play and make improvements without competition :)
Unlocks - Remember how some older GameFreak games such as Kirby Air Ride had a grid checklist system that gave you an interesting way to unlock content? We're bringing it back! For those who have never heard of this system, there's a big grid of checkboxes, each one corresponding to an ingame reward. If you complete the condition to get that reward (say complete 10 levels), the box checks, and you can see the conditions of all nearby boxes (so you know what you can strive for next)! It's a great system that let's you see what you can do to unlock new content without downright spoiling all of the rewards :D
Pokéball Upgrades - Don't think we haven't thought of implementing different Pokéball types with different effects! I'm not at liberty to say how you go about unlocking new Pokéball types, but expect a good number of them each with unique effects :)
Items - We're translating a bunch of the items from the Pokémon universe to work in Pokémon Roll. Some examples are throwing evolutionary stones to evolve Pokemon they hit, using items to cure status effects that a Pokémon inflicted on you, or even some key items (such as the PokéRadar which will give some additional functionality for finding rarer Pokémon)! I'll be revealing more and more items and their functionality over time in the progress updates.
Pokémon AI & Attacks - The game would be rather boring if the Pokémon just sat there while you attempted to capture them, so we plan on implementing some different attacks and movement patterns! We haven't decided if the attacks will do "damage" or if the Pokéball will just get knocked back, but we do know that some Pokémon will inflict some nasty status effects that you'd rather not deal with!
PokéAssists - It wouldn't be a Pokémon game if you can't use the Pokémon you've captured! For each level you can bring along a single Pokémon and use its four moves to help you weaken and capture Pokémon. We also plan to let you augment and change moves, so there will effectively be thousands of attacks to use!
Diverse Levels - We're designing Roll's levels to be super interactive. Different kinds of hazards will make the levels more challenging than just plain platforming, and Pokemon attacks will interact with the environment! While we currently don't have any plans to do procedurally-generated levels, our level system is expandable and can definitely handle it!
Also, a lot of our scope will be defined by how much sprite work we have to do. We currently plan on using the animated sprites from B2 & W2, but we'll have to see where we end up with as far as movement and attacks go. We may need to edit the animated sprites to look like movement or an attack, so our scope may increase depending on what each Pokémon's animation needs. When we get to implementing Pokémon, we plan on doing it one at a time, reusing where we can.
Completed Milestones/Tasks:
Menu Design
Feature List
Item List
Added item dictionary to the game
Added Kanto Pokemon sprites and metadata
Added and formatted item sprites
Finished Credits screen (how exciting)
Finished Tutorial menu (aside from tweaks)
Finished Shop screen
Finished Inventory screen
Add level dictionary to game (contains level information)
Finished Pokedex
Adding animated Pokemon sprites (idle)
Associating unlockable content to the conditions needs to unlock them
Added evolution data to the game
Added shiny Pokemon sprites
Added Options Screen
Implementing player movement
Currently Working On:
Improving level system
Swapping to new GUI design
Adding unlockables to the game
Next up:
Design Pokémon spawning
Design Pokémon AI
We haven't decided if we want our actual names on the project due to potential copyright concerns, but as of now it is just the two of us designing, coding, and spriting whatever we need. We have someone else who is interested in some GUI spriting down the line. I doubt many people here have the time or Unity experience to help us out, but here's what we could use in case someone is interested:
Mappers - Pokemon Roll is made in Unity, so it doesn't need overworld maps like a Pokemon game made in Essentials. What we need are outside maps of the 5 Pokemon regions (Kanto-Unova), created using a 2D tileset and exported as a large image. It is a decent amount of work, but we would NOT need interiors or events on these maps, just the maps as images (including the areas between the routes). Our GUI artist has expressed interest in doing this, but if someone else feels the desire to we can discuss.
Spriters - Since the Pokémon in Pokémon Roll move around and don't just stand still, one of our post-release goals is to animate them to look as though they are moving/attacking. It's going to be a case-by-case basis, some Pokemon sprites may need edited, others may look passable just be reordering the frames. Again, this is in Unity, so you'll have to be fairly proficient with Unity's animation system and a sprite editing program.
Testers - When we do get to the point of releasing betas, we're likely going to be releasing them en masse (so we can playtest as many levels as possible). Obviously getting outside opinions during these betas would be super helpful!
Testers - We can always use testers! I'll put more information about beta testing in this post sometime soon, but for now check out the replies below for beta information.
Projected Beta Date:
TBD (hopefully 2018 now that the levels are nearly playable)
Projected Content:
Tutorials, player movement, Credits screen, Options screen
Cheers,
G
It's been a few years since I've patrolled these forums, and I've since graduated college with Game Programming degree :) A buddy of mine (also a programmer) and myself have been working on a game that uses the Pokémon IP for awhile now, and we finally decided to polish it so I'll post all of the details here to generate some hype!
Pokémon Roll
Platform: PC, Mac, Linux
Engine: Unity2D, MongoDB
Languages: C#, NoSQL
Genre: High-Speed Platformer
Sub-Genre: Arcade
Introduction:
Unlike the Pokémon platformers I've seen around the forums before, in Pokemon Roll you assume the role (pun intended) of a Pokéball. You control the Pokéball, rolling and jumping around levels in order to capture Pokémon, although I'm betting you guessed that based on the title :P In terms of gameplay, think of Pokémon Roll as Sonic-style platforming with Pokémon capture mechanics!Platform: PC, Mac, Linux
Engine: Unity2D, MongoDB
Languages: C#, NoSQL
Genre: High-Speed Platformer
Sub-Genre: Arcade
Introduction:
General Gameplay:
Players will roll around using WASD (with possible arrow key support depending on how many other keys we end up using), with jump being W. You damage Pokémon by running into them, so capturing them involves pressing the Spacebar with good timing (right before you hit them). It will then function like a classic Pokemon capture, with some numbers being crunched and there being a percent chance to capture the Pokémon. To help you out, you will be able to equip and use up to 3 regular items (that are consumed after use), 1 key item (that is not consumed after use), and also what we're calling a PokéAssist. More details on that later :)The objective of Pokémon Roll is to capture Pokémon and get the highest score you can on levels based on locales in the handheld Pokémon games. Score directly translates into in-game currency that you can use to buy items in the shop, and there will be leaderboards to challenge other players!
Features:
There are a number of things that we hope will entice you to play Pokémon Roll:Player Accounts - Since we plan on hooking up Pokémon Roll to a MongoDB database, you'll be able to create an account and access your progress on any computer you play at! Don't worry, all you'll need to make an account is a desired username and a password, so no worries about spam mail or identity issues :)
Stats and Leaderboards - Having a database is also great since we can create leaderboards and foster some competition to be the best! If competition isn't your thing, don't worry, it's still worth making an account since we plan on storing a lot of statistics so you can see how you play and make improvements without competition :)
Unlocks - Remember how some older GameFreak games such as Kirby Air Ride had a grid checklist system that gave you an interesting way to unlock content? We're bringing it back! For those who have never heard of this system, there's a big grid of checkboxes, each one corresponding to an ingame reward. If you complete the condition to get that reward (say complete 10 levels), the box checks, and you can see the conditions of all nearby boxes (so you know what you can strive for next)! It's a great system that let's you see what you can do to unlock new content without downright spoiling all of the rewards :D
Pokéball Upgrades - Don't think we haven't thought of implementing different Pokéball types with different effects! I'm not at liberty to say how you go about unlocking new Pokéball types, but expect a good number of them each with unique effects :)
Items - We're translating a bunch of the items from the Pokémon universe to work in Pokémon Roll. Some examples are throwing evolutionary stones to evolve Pokemon they hit, using items to cure status effects that a Pokémon inflicted on you, or even some key items (such as the PokéRadar which will give some additional functionality for finding rarer Pokémon)! I'll be revealing more and more items and their functionality over time in the progress updates.
Pokémon AI & Attacks - The game would be rather boring if the Pokémon just sat there while you attempted to capture them, so we plan on implementing some different attacks and movement patterns! We haven't decided if the attacks will do "damage" or if the Pokéball will just get knocked back, but we do know that some Pokémon will inflict some nasty status effects that you'd rather not deal with!
PokéAssists - It wouldn't be a Pokémon game if you can't use the Pokémon you've captured! For each level you can bring along a single Pokémon and use its four moves to help you weaken and capture Pokémon. We also plan to let you augment and change moves, so there will effectively be thousands of attacks to use!
Diverse Levels - We're designing Roll's levels to be super interactive. Different kinds of hazards will make the levels more challenging than just plain platforming, and Pokemon attacks will interact with the environment! While we currently don't have any plans to do procedurally-generated levels, our level system is expandable and can definitely handle it!
Scope:
As with any Pokemon game made from scratch, there's quite a bit of work to be done. our main project is nearing completion, so hopefully Pokemon Roll will be getting more attention. We would like Roll to be in beta sometime in 2018, but we're bad with scope creep so it'll probably end up getting pushed back.Also, a lot of our scope will be defined by how much sprite work we have to do. We currently plan on using the animated sprites from B2 & W2, but we'll have to see where we end up with as far as movement and attacks go. We may need to edit the animated sprites to look like movement or an attack, so our scope may increase depending on what each Pokémon's animation needs. When we get to implementing Pokémon, we plan on doing it one at a time, reusing where we can.
Completed Milestones/Tasks:
Menu Design
Feature List
Item List
Added item dictionary to the game
Added Kanto Pokemon sprites and metadata
Added and formatted item sprites
Finished Credits screen (how exciting)
Finished Tutorial menu (aside from tweaks)
Finished Shop screen
Finished Inventory screen
Add level dictionary to game (contains level information)
Finished Pokedex
Adding animated Pokemon sprites (idle)
Associating unlockable content to the conditions needs to unlock them
Added evolution data to the game
Added shiny Pokemon sprites
Added Options Screen
Implementing player movement
Currently Working On:
Improving level system
Swapping to new GUI design
Adding unlockables to the game
Next up:
Design Pokémon spawning
Design Pokémon AI
Credits:
- G-Master: Lead designer, UI programming/Design, Audio, Particle systems/Move animations, Level generation
- Level Designer - TBD
- Additional Spriting - TBD
We haven't decided if we want our actual names on the project due to potential copyright concerns, but as of now it is just the two of us designing, coding, and spriting whatever we need. We have someone else who is interested in some GUI spriting down the line. I doubt many people here have the time or Unity experience to help us out, but here's what we could use in case someone is interested:
Mappers - Pokemon Roll is made in Unity, so it doesn't need overworld maps like a Pokemon game made in Essentials. What we need are outside maps of the 5 Pokemon regions (Kanto-Unova), created using a 2D tileset and exported as a large image. It is a decent amount of work, but we would NOT need interiors or events on these maps, just the maps as images (including the areas between the routes). Our GUI artist has expressed interest in doing this, but if someone else feels the desire to we can discuss.
Spriters - Since the Pokémon in Pokémon Roll move around and don't just stand still, one of our post-release goals is to animate them to look as though they are moving/attacking. It's going to be a case-by-case basis, some Pokemon sprites may need edited, others may look passable just be reordering the frames. Again, this is in Unity, so you'll have to be fairly proficient with Unity's animation system and a sprite editing program.
Testers - When we do get to the point of releasing betas, we're likely going to be releasing them en masse (so we can playtest as many levels as possible). Obviously getting outside opinions during these betas would be super helpful!
Testers - We can always use testers! I'll put more information about beta testing in this post sometime soon, but for now check out the replies below for beta information.
Screenshots/Gifs/Videos:
In-progress Title Screen
Animated Icons on Title Screen:
Tutorial Menu:
Shop (sorry for low res, better pic eventually):
Inventory (Tumblr does not care for 16:9 resolution apparently :/):
Testing Level:
Links:
Tumblr
In-progress Title Screen
Spoiler:
Animated Icons on Title Screen:
Spoiler:
![[PokeCommunity.com] Pokémon Roll [PokeCommunity.com] Pokémon Roll](https://67.media.tumblr.com/c3025adf5d9717bef793f74288a9b83e/tumblr_o8xwyz3Zdk1vxtydxo1_540.gif)
Tutorial Menu:
Spoiler:
![[PokeCommunity.com] Pokémon Roll [PokeCommunity.com] Pokémon Roll](https://66.media.tumblr.com/727ec6f468081d731f20f4fe52abb9f8/tumblr_o9z8blDyjH1vxtydxo1_540.gif)
Shop (sorry for low res, better pic eventually):
Spoiler:
![[PokeCommunity.com] Pokémon Roll [PokeCommunity.com] Pokémon Roll](https://67.media.tumblr.com/f0a7660bb3d414103ee57704552ddeab/tumblr_oca53fRXJe1vxtydxo1_540.png)
Inventory (Tumblr does not care for 16:9 resolution apparently :/):
Spoiler:
![[PokeCommunity.com] Pokémon Roll [PokeCommunity.com] Pokémon Roll](https://65.media.tumblr.com/76e85d4da920038c0b558a49b161571d/tumblr_oca58nBZiK1vxtydxo1_540.png)
Testing Level:
Spoiler:
![[PokeCommunity.com] Pokémon Roll [PokeCommunity.com] Pokémon Roll](https://i.imgur.com/0sNXPUy.png)
Links:
Tumblr
Projected Beta Date:
TBD (hopefully 2018 now that the levels are nearly playable)
Projected Content:
Tutorials, player movement, Credits screen, Options screen
Cheers,
G
Last edited: