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[Developing] Pokemon Arena - Real-time action RPG PvP combat simulator

  • 11
    Posts
    3
    Years
    • Seen Jan 24, 2021
    Hey there! I'm here to show off a small project I call Pokemon Arena. Please forgive the very low quality GIFs. The game looks better in a regular format!
    Pokemon Arena - Real-time action RPG PvP combat simulator


    Discord : https://discord.gg/XfmpsQq

    Overview
    Pokemon Arena should be viewed as an enclosed simulator of what a real-time action RPG version of Pokemon might look like. I wouldn't consider it to be a fighting game even though some might. It does share some similarities, but to treat it strictly like a fighting game would do it a disservice I think and would likely lead to confusion in general.

    https://youtu.be/qT89RFJqFM0

    Design Philosophy
    The idea here was to try to turn a turn-based game that relied on careful methodical strategy and some randomness into a pure skill-based game. Each move has set values that include damage, hit velocities, status effect data, and a ton of other values. Additionally, any randomness that exists in traditional Pokemon is replaced completely with something fitting to this type of game. Sometimes I also equip moves to Pokemon that are "impossible". I'm not too interested in being perfectly accurate here. Sometimes an illegal option is more interesting than a legal one. I'm doing this project purely for fun to take a break from another project I have been on for 5+ years. Fun is the number one priority here and I view this game as an experiment to see how successful a re-genred (not a real word ¯\_( ͠° ͟ʖ °͠ )_/¯ ) version of Pokemon could play. Balance isn't much of a concern here either. I will occasionally make changes to things that are grossly over powered, but there is so much counter play in this game that trying to balance something perfectly would be not only virtually impossible, but would also be considerably less fun to develop and play.

    Concept
    I would consider this game to be a battle simulator of sorts; something that gives an example of the types of fights you'd encounter at the mid-game level in a full game centered around this sort of combat. Trainer fights would play out just like fights in this simulator would while exploration of the world would function about the same. This concept assumes that you, as the player, already know a lot about how Pokemon battles work and what each move does. There are, of course, ways to refresh your memory on this, but it still assumes you have at least a casual sense of the game already. I make no effort to teach the ins and outs of Pokemon in this game as I do not have the time to do so.

    Controls
    Here's the controller layout. Some of these functions may be confusing, but I'll go into more detail as the post continues:
    Spoiler:


    Moves
    All moves are on a set cool-down that can only be performed at preset intervals. Generally speaking, all moves can be cancelled into and out of each other as long as another move is available.
    Spoiler:


    You'll also notice that each move has its own warning system built in. A red warning indicates a normal attack and a yellow one indicates a move that cannot be interrupted. The latter are rare. Also a standard hit will be indicated by a circle or a box that gives you the area in which the attack will have its effect.
    Spoiler:


    A move that is indicated with an exclamation point indicates a projectile and a move with no warning whatsoever indicates that it is a non-hitting status move.
    Spoiler:


    Finally, almost all moves have some level of automatic tracking. This effect can be overidden by holding the "Macro" button to manually aim a move.
    Spoiler:


    Combinations
    As mentioned, everything can cancel into everything. This is the core of the game. Learning to use your moves optimally is key to this game. There are some limitations, but generally speaking this rule applies all around. This allows you to perform combos for more damage or to set up something unique. It should be noted that there are systems in place to prevent infinite combos. One prevents hard stuns from happening more than once per combo. Additionally, when juggling, each concurrent hit will cause the target to fall faster. Eventually they will fall so fast that further moves cannot connect. Finally there is a OTG (off the ground) decay. Each time the target hits the ground, the window to hit the target closes until they become fully invincible. Of course, move cool downs can help mitigate larger combos, but careful timing and planning can get around some of these limitations:
    Spoiler:


    Status Effects
    For example, no move will randomly miss and status effects are guaranteed as long as you can land the move. Moves like "Toxic" or "Will-O-Wisp" fall into this category. Other moves like "Poison Jab" don't instantly poison, but slowly build up a "Poison" value. Once that value hits a certain threshold, Poison is inflicted. Additionally, while status effects have a minimum amount to fully activate, they have an "over fill" amount that allows you to extend a status effect beyond its normal limit. A flashing bar indicates when a status is over filled. Finally, you can continue to fill a status effect simply by landing an attack that builds a status. As usual, only one status effect can be active at once.
    Spoiler:


    Currently, only some status effects are fully implemented. Side note, no electric types cannot be paralyzed in Pokemon Arena. The following GIFs are just for demonstration purposes.
    Spoiler:


    Z Moves / Mega Evolution
    Treat these moves like you would a super or ultimate move in a fighting game. Do damage to build a super meter up and activate! In the highly rare event that a Pokemon is equipped with a Mega Evolution, they will also have a separate Z Move they can perform after transforming. These moves have very high damage or a very unique utility. They are also somewhat hard to attain. It requires you to stay in for quite a while generally.
    Spoiler:


    Abilities
    For the most part, these function just as they do in the traditional games, but with no randomness. I also tend to take some liberties with these. You might see a Pokemon with an "impossible" ability if their normal ones don't make sense in this format.

    Switching
    Similar to moves, you can switch at any point as long as you have the ability to do so. Swapping is on a rather long cool down, though, so don't expect to do it often.
    Spoiler:


    Stat changes
    Similar to the traditional game play, your stats can change in battle. They have been condensed, however, into 3 stats : power, defense, and speed. Game play rules have been adjusted to conform to this condensed format.
    Spoiler:


    Elemental effectiveness
    This works identically to traditional game play. Not much here has changed. When landing an attack, the color of the damage text will denote its effectiveness. Green is super effective, grey is normal, red is not very effective. For now, ineffective moves do not connect in any way. This might change later on.
    Spoiler:


    Basic Gameplay
    Up to 4 players can play simultaneously. Right now, only free-for-all is supported, but I plan to add at least a 2v2 mode as well.
    Spoiler:


    Each player selects up to 6 Pokemon. On top of that, each Pokemon (currently) has 4 preset move sets. Each move set is unique in its own regard, but generally follows a specific archetype. Let's go over each here:
    Spoiler:


    In case you are unfamiliar with how a move or ability works, you can press a simple combination of buttons to get more in-depth info.
    Spoiler:


    As you can see, each Pokemon has 4 moves, an ability, and a Z-move OR a mega evolution. Each Pokemon also has access to two mobility options.
    Spoiler:


    Weather
    Weather works similarly to how it does in traditional Pokemon. Weather wars can also work the same as only one effect can be active at once. Randomized turn counts are removed in favor of set timed amounts. Also, in some cases, effects are simplified to conform to the game's style. Currently I have these weather effects functioning:
    Spoiler:


    Pokemon choices
    Listen, I've been playing Pokemon since Gen 1. I was roughly 11 at the time. Since then, I have rarely found legendaries all that interesting (Mewtwo and Suicune are pretty much it). This generally is true for final evolutions as well. What this means is you likely wont see a ton of "popular" Pokemon in this. I'm pretty much adding Pokemon that I personally find interesting. Having said all that, if I decide to take this further than I already have, I may do some kind of poll every now and then. Here's who I have planned. This is subject to change, but for now, it's who I like:
    Spoiler:


    Release
    Not 100% sure when I'll have this ready to release, but I'm aiming to put it out soon (hopefully within a week or so). It wont have any online functionality any time soon though. I recommend using Parsec to play with friends online. It's free and it's amazing.

    Engine Info
    Pokemon Arena was built from the ground up in Unity3D. I used an action RPG / fighting game engine that I have been developing for the past 6 years. I call the engine "Park Engine" for short since it was largely developed for another unrelated project (more on this later). I built the engine from scratch. This includes too much to list, but the basics of it are hit detection, effect and sound spawning, character creation, any many MANY more features. On top of all this, I have created a toolset that allows me to create a character and a ton of other features with no programming. Occasionally I have to add a new feature with some light programming, but this is rare. Park Engine also has a lot of functions that allow NPCs and other RPG related functions to be created, but those are unused in Pokemon Arena. Here's a few shots of the toolkit I have built for this engine.
    Spoiler:


    Inspirations
    This is a tricky one. Obviously Pokemon is a big one here, but Tera Online is likely the biggest. Before they changed the PvP servers to what they are now, I had a great deal of fun "challenging" other players at inopportune moments. Low level PvP was always my favorite. I never really enjoyed it in the post game. Back when I used to play Tera Online, I wanted to make a game like that, but somewhat simplified and more focused on skill-based combat. This is the direction I took it. I also draw a lot of inspiration from Dark Souls and Kingdom Hearts; though the connections to those are probably more subtle than I think they are.

    Credits
    As of right now I am the sole developer. Here's what I have done on my own:
    Custom rigs
    Animation
    Shaders
    Programming
    Game design
    UI design / layout

    Here's what someone else did
    Model rips - Model Resource
    Sprite rips - Spriters Resource
    Sound rips - Sound Resource
    Music - Peanut / Wurd Munchaz
     
    Last edited:

    Schrroms

    Pokémon Infinite Fusion dev
  • 334
    Posts
    9
    Years
    Okay, so this is the single coolest Pokémon project I've seen. Not only do the graphics and animations look great, but the engine also looks really solid. This is pretty much exactly the kind of game I always dreamed of in the back of my mind, but didn't have the skills to actually make. No joke, I even made a "planning sheet" when I was somewhere around 15-16 about a game that was pretty much exactly this concept (although way less in depth) and I even wanted to give it the same name . I always wished this was how battles played out in the official games instead of being turn-based and to see this actually blows my mind. I can't wait to play it.

    Also that's quite a list of Pokémon you're planning to add. How much work is it to add more Pokémon? Do you have to make all the models and animations by hand or can you import the ones from the official games?
    BTW your video does not seem to work.
     
    Last edited:
  • 11
    Posts
    3
    Years
    • Seen Jan 24, 2021
    Okay, so this is the single coolest Pokémon project I've seen. Not only do the graphics and animations look great, but the engine also looks really solid. This is pretty much exactly the kind of game I always dreamed of in the back of my mind, but didn't have the skills to actually make. No joke, I even made a "planning sheet" when I was somewhere around 15-16 about a game that was pretty much exactly this concept (although way less in depth) and I even wanted to give it the same name . I always wished this was how battles played out in the official games instead of being turn-based and to see this actually blows my mind. I can't wait to play it.

    Hey thanks! Kind of same here. I've been wanting to do something like this for about 20 years. I spent the last 6 years creating my own game engine just to allow for something like this.

    Also that's quite a list of Pokémon you're planning to add. How much work is it to add more Pokémon?

    Yea it's a lot, but I'm not sure how much of it I will actually end up having time to do. My goal is to do at least one of each type. In terms of the amount of work, first I have to create a move set that works together and works with the rest of the game. That might only take about an hour of planning at most. After that, I acquire the model, create a rig and being animating the basics such as movement and get hit animations. All that can take a couple days depending on my level of attention. Next up is the moves. This takes the most time. One move can take a day alone. Each Pokemon has up to 16 unique moves (usually less since I tend to re-use some moves where appropriate). The reason it can take a day is because I have to create the animation, effects, and move balance all at once. Sometimes it's quick if its a basic attack, but if I have to implement a new feature, it takes a VERY long time. Especially if my engine wasn't set up to handle the function before I started. For example, adding "Stealth Rock" was a 3 day process. I had to not only create the animation, effect, and move balance, but had to heavily modify how character spawning worked just to get the damage on swap effect to actually work.

    Long story short, one Pokemon can take 1-2 weeks from scratch. Generally, I'd say that's not too bad.

    Do you have to make all the models and animations by hand or can you import the ones from the official games?

    I use the official models and textures (sort of) from the official game, but that's it. I do all the animations and rigging myself. Here's a Pidgeotto GIF I made in Maya for fun.

    Pokemon Arena - Real-time action RPG PvP combat simulator


    BTW your video does not seem to work.

    Yea the actual link under the video works, but I don't know why the embedded video does not.
     
  • 1
    Posts
    3
    Years
    • Seen Aug 3, 2020
    Just made an account to say, this looks absolutely amazing! seriously looking forward to the future of this project
     
  • 11
    Posts
    3
    Years
    • Seen Mar 19, 2021
    Finally my dream being made, a game where we can control pokemons? This is really a wonder, who knows how to make 151 pokemons of the first generation, and that makes possible one of the most amazing fan games in history.
     
  • 15
    Posts
    8
    Years
    • Seen Jun 11, 2024
    Is this playable on PC? I'd very much like to play this game, but I don't have an XBox.

    Also, do you have a discord server for this game?
     
    Last edited:
  • 11
    Posts
    3
    Years
    • Seen Jan 24, 2021
    Just made an account to say, this looks absolutely amazing! seriously looking forward to the future of this project

    Hey thanks!

    Finally my dream being made, a game where we can control pokemons? This is really a wonder, who knows how to make 151 pokemons of the first generation, and that makes possible one of the most amazing fan games in history.

    Hah I mean it took me around 2 months just to make the first 8 Pokemon playable. I don't think I'll do anything close to 151. I'm taking a small break from working on it for now, but my plan is to make at least 1 Pokemon per type.

    Is this playable on PC? I'd very much like to play this game, but I don't have an XBox.

    Also, do you have a discord server for this game?

    Oh it's only playable on PC. I use the XBox controller as reference since its the one I used to develop the game on. It should support all controllers, but I have not tested this theory. I just now made a Discord. I'll post it here and in the OP. I'm definitely the only one in it right now. Feel free to share it around. My motivation to "complete" this project will be directly related to how many people actually want me to.

    https://discord.gg/XfmpsQq
     
  • 11
    Posts
    3
    Years
    • Seen Mar 19, 2021
    Hey thanks!



    Hah I mean it took me around 2 months just to make the first 8 Pokemon playable. I don't think I'll do anything close to 151. I'm taking a small break from working on it for now, but my plan is to make at least 1 Pokemon per type.



    Oh it's only playable on PC. I use the XBox controller as reference since its the one I used to develop the game on. It should support all controllers, but I have not tested this theory. I just now made a Discord. I'll post it here and in the OP. I'm definitely the only one in it right now. Feel free to share it around. My motivation to "complete" this project will be directly related to how many people actually want me to.

    https://discord.gg/XfmpsQq

    Why don't you start a Patreon for people to collaborate on your project and you release a beta version in advance for them? So you can also hire a workforce to help you with development.
     
  • 11
    Posts
    3
    Years
    • Seen Jan 24, 2021
    Why don't you start a Patreon for people to collaborate on your project and you release a beta version in advance for them? So you can also hire a workforce to help you with development.

    That's an interesting idea. If the game gathers enough interest, that's certainly an option. Is this something that other Pokemon fan games have done?
     
  • 11
    Posts
    3
    Years
    • Seen Mar 19, 2021
    That's an interesting idea. If the game gathers enough interest, that's certainly an option. Is this something that other Pokemon fan games have done?

    It's not what fans have done, but I see indie games doing Patreon and setting goals, for example:
    Goal 1: If you reach $ 300, Pikachu will be created.
    Goal 2: $ 400, Haunter.
    Goal 3: $ 500, Kadabra.
    Goal 4: $ 600, Butterfree.
    Goal 5: $ 1000, You can select the skills you want to use in your pokemon.
    Goal 6: $ 1500, Charmander, Bulbasaur, Squirtle,
    Pidgey.
    Target 7: $ 2000, Charizard, Venosaur, Blastoise, Raichu, Pidgeot.
    And so on, I've seen several patreons like that.
     
  • 44
    Posts
    6
    Years
    • Seen Jul 13, 2021
    It's not what fans have done, but I see indie games doing Patreon and setting goals, for example:
    Goal 1: If you reach $ 300, Pikachu will be created.
    Goal 2: $ 400, Haunter.
    Goal 3: $ 500, Kadabra.
    Goal 4: $ 600, Butterfree.
    Goal 5: $ 1000, You can select the skills you want to use in your pokemon.
    Goal 6: $ 1500, Charmander, Bulbasaur, Squirtle,
    Pidgey.
    Target 7: $ 2000, Charizard, Venosaur, Blastoise, Raichu, Pidgeot.
    And so on, I've seen several patreons like that.

    This is Pokémon we are talking about, its better to not make a patreon directly for a game that is using an existing IP.
     
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