Pokémon: Online
Pokémon Goes Source
Pokémon Goes Source
Pokémon: Online
a 3D Online world with AI Trainers and Human-Controlled players and Pokemons.
Battle other trainers, trade Pokemons/Items and Train your Pokemons to the
Ultimate!
There are Gyms to defeat to be able to get too new locations, and AI trainers
just walking around and asking you to fight them.
you will be able to create a "Crew" for 25 000 Pokemoney, yeah you can just
walk with your friends and call yourself a "Crew" but an assigned "Crew" will
have some (not yet to be made public) benefits.
Wild-Pokemon System the system that decides where pokemons are located etc. not 100% sure how this will work besides coded and triggering to decide that ex. Weedle is at thoose places 250 inches. which means basically every wild pokemon's within that area will be visible (unless your in Combat), also every Wild-Pokemons that are fightning a Trainer will be visible as you will be able to spectate a combat. every Wild-Pokemon which is a minimum of 500 inches in the air will be visible but in very low-poly (which makes it alot less resource consuming).
Map System its still uncertain how the map system will function but we are going to create each route, town and city for themself. will try to find a good way to merge them togheter of some sort which may result in a loading screen/server change or something like that. as this is a Multiplayer mod we can't do it the same way as HL2 or other SP games
Combat System its uncertain which combat system we will use, either the Gameboy Style or a "freestyle" system. this will be decided within team later.
What the first public release will contain
(Not-Even-Remotely Rare) = Unlimited Spawns a day (Not Rare) = 10 Spawns A Day (If Not Catched Then dissapear after 5 days) (Abit Rare) = 2 Spawns Every Week (Rare!) = 1 Spawns Every 2 Weeks (Very Rare!) = 1 Spawns every 4 weeks (Extremely Rare!) = 1 Spawns every 6 Weeks
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PokémonUpdated 3 years ago 3 posts |
ItemsUpdated 3 years ago 0 posts |
Pewter CityUpdated 3 years ago 0 posts |
Pallet Town & Viridian CityUpdated 3 years ago 2 posts |
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NOOOOOO
Well, I'm going to be working on this whether anyone else wants to or not. However, if anyone else is interested in working on this, I want to say three things:
1) I suck at modeling so it's going to be ugly without a real modeler
2) I propose two modes: one being a campaign remake of blue/red/yellow (the colors are all the same worldwide, right?) and the other being online, but with the campaign mode getting priority.
3) To avoid getting a cease-and-desist order after making progress, renaming characters and locations and changing the appearance of monsters slightly. For example, look up Super Maryo Chronicles. We all know what it really is.
If nothing else, I want to make it for my own enjoyment. Plus, screwing around with OGRE is amazingly fun.
Sup
Yello ppl wazzup? I've asked iCe to join again, tell me if you need any model done!! I'll be here, or post in my profile
been busy with swineflu and vacation..
also the fact that I don't have my own internet connection kind of restricts me but I am working now and then..
what I need is someone to texture the models that I make, also Pallet is coming along but need variety in trees and other vegetation.
Are you guys working on anything? Anything at all?
Code committed. I know I said I'd commit it last night, but I found a lot of unneeded things that I could get rid of. So I did. It took a while.
FINALLY! I've spent two weeks trying to find out why I couldn't get Pallet's terrain to load. Turns out that it was refused due to its file extension. Apparently OGT is wrong and DAT is right. This is the first complaint I have with OGRE.
In any case, my coding continues now that I've finally figured that out. I can fully load maps now, so I will probably concentrate on cel shading so I can release some screenshots (and upload to the SVN repo for the first time).
I hope the rest of you are doing a little something. I know it's the holidays and all but we all have some free time, right?
I can see it now... there's a shack in the woods that's tiny from the outside, but on the inside it's a three-story mall! Weeeeee.
Anyway, if you can, place the interiors within the map out of view. That should save on loading times. I might have you set some sort of teleport-to location in there later.
Really it's up to you. On my end it's just a case of making the exterior model hollow and merging the 2 scenes. Bish bash bosh. If it's a whole lot of extra work, don't bother. It's just, as you said, a grand gym interior will need an absolutely huge building to contain it, although I guess that could give it a certain presence in the world map.