
"Do not take life too seriously. You will never get out of it alive." —Elbert Hubbard
Game Designer |
Pokemon: Rainbow | Pre-Alpha
Started | 03/1/23
Last Updated | 03/1/23
Est. Time Logged | 12 hrs.
DESIGN CONCEPT
Pre-Production
Genre: Adventure | Time period: Modern-ish | Location: Earth | Inhabitants: People & Pokémon
I intend to make a Pokémon version based on the US television series. Using memorable episodes as events in the game. The idea is strictly based on the original 150 Pokémon with the caveat of the safari zone. The Safari Zone is connected to your Pokémon Go! account. Re-catch the Pokémon you caught on the mobile app to use them in the game. The demo will end after the Safari Zone to get a feel for my take on the Pokémon game.
Main Mechanics
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Catching Pokémon
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Battling Pokémon
CREATIVE VISION & OUTLINE
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Lighting & Texture
Bright and very vivid colors. When hunting for Pokémon it will feel like the player is in the wild in a thick and overgrown environment.

Path & Transition
Co-dependency. When traveling through ecosystems life will flow together and the living organisms will be intertwined and aligned with each other and their surroundings.
People & Structures
Busy but clean. The populace will be on the move using AI and the buildings and the area they occupy will be groomed and uniformed.


Level Design
PALLET TOWN
I started where it all began in the series; Pallet Town. The levels will coincide with the series and have elements from Nintendo game. My process of recreating Pallet Town is demonstrated below and is a repeated process for every town, city, route and buildings. I get an image from the series and try to replicate it.
POINTS OF INTERESTS
Professor Oak's Lab
Using Images from the series I recreated Pallet Town from the focal point of Professor Oaks Lab. Described as the rolling hills of Pallet much was left to my interpretation as to where everything is located.

DESIGN REFERENCE
Level Flow
I will used the maps of the routes in the Nintendo game to re-create the pathways between Towns and built the surrounding environment out from there.
Development: Pokémon Red and Blue/Unused Maps - The cutting room floor. Date Accessed (3/01/2023). https://tcrf.net/Development:Pok%C3%A9mon_Red_and_Blue/Unused_Maps
Gameplay Design
CHARACTERS
Player Characters
The player will begin the journey as Ash Ketchum. Other character's unlocked after completing the storyline to encourage replaying. There will be hidden characters as well.




STORYLINE
If the player doesn't follow the flow chart the player will be met with some warnings that will encourage them to choose the right path. Events between the beginning and end of the flowchart can be completed in any order most of the time. Some choices can be skipped but will increase the difficulty of play.


SIDE QUESTS
These side stories are optional but can assist the player along the main storyline. Some side stories will lead to a reward unattainable any other way. Look for hints or blatant clues that leads the player into trouble or treasure.
OPEN WORLD
There won't be any apparent blockage traversing the land but leaving unprepared warrants potential attacks that will cause the character to blackout and wake up in the last visited Pokemon Center. What can be seen off in the distance is a place that can be reached as a prepared trainer.
PALLET TOWN EVENT FLOWCHART



Ash's House - Throw Tutorial
Oaks Lab - Pokemon Tutorial
Battle Gary - Battle Tutorial



Oak Task Completed - Pokedex Tutorial
Gary's House- Map Tutorial
Task From Oak - Inventory Tutorial
Mechanics
CATCHING POKEMON



Throwing Pokéball
I animated Ash's signature throw from the series
Pokémon Capture
When hit with the Pokéball the Pokémon enter it. Depending on if its willing or weak enough the player will catch it. If successful it is registered in the Pokédex.


BATTLING POKEMON
Wild Pokémon
The player can throw their Pokémon out anytime but when the player targets and engages a wild Pokémon the player will possess the Pokémon to fight.


Trainer Battles
Whether the player is fighting during their travels or in a gym the battle begins with wagers and the first Pokémon the want to use.
COLLECTIBLES
Most items will be from the game but there will be many I introduce for this robust version of Pokemon.


ITEM EFFECTS
I used the effects of items straight from the original source, but because the Pokemon in this version reach higher levels I create new items that have similar but increased affects.

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UI/UX Design
USER INTERFACE
Concept
The Interface concept was inspired by neon lights and the negative space it creates to minimize jarring overbearing menus.
PLAYER HUD

Trainer HUD
Below is designed to display main info of the characters name and image, number of and what Pokémon are carried, the stamina, and rank. Other info includes the amount of money in possession and what is currently being held in the character's hand.

POKEDEX
When a Pokemon is in range of being identified action indicator pops up above their head. The Pokemon information is then displayed.
Menu
Below are the actions players can make, some opening other menus and others activating functions.



INVENTORY MENU
Keeping the design concept simple and light to complement the game stylization. The inventory HUD transparency is meant to keep the focus on the reason the player opened the inventory.
POKEMON
Available when ready to battle, when using an inventory item on your Pokémon or simply called out to walk along side your trainer.

Pokémon HUD
While playing as the Pokémon, this HUD replaces the trainer section of the Players HUD.

POKEMON ACTIONS
These actions are available when the player plays as a Pokemon. Some actions can be performed outside of battle.

Systems Design
ECONOMY
Money
Doesn't come easy. Trainers challenge you and put up money to fight so if you lose you lose money as well. Exhaust your funds and become unable to participate in Gym battles. There are ways to make money doing side missions or returning home to borrow from Ash's mom. You can challenge trainers over and over and exhaust their resources until they can't fight any longer but they will be stronger each time you challenge them.

Trading
Bartering is another way to receive items and Pokémon. Trade with certain NPCs or other players in the game. Like in the original game traded Pokémon will have an experience boost.
ECOLOGY
Fighting Pokemon in the same area and not catching them increases their experience. Losing to them will do the same. These Pokemon aren't walking around waiting to be caught you need to wait for them to spawn when you find their foot prints. In the wild there are no rules and the Pokemon watch each others back and will gang up on your Pokemon. The farther you travel off the road the stronger the Pokemon get.

CHARACTER'S STATUS
Trainer Stats
This is a custom stat I added for personal touch to the my fan game. The trainer will be able to increase the trainer player character to train their Pokémon better. Badges are no longer the only thing that allows trainers to control Pokémon.
Pokemon Stats
I used stats straight from the original source as the baseline for the Pokemon, but because the Pokemon in this version reach higher levels I will be adjusting the stats to evenly distribute experience as they improve. As for the trainers I add a new system that monitors their health. They too can run out of stamina by not drinking, eating and getting proper rest.

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NPC DIALOG TREES
NPCs are effected by the games Economy and Ecology. Depending on your ranks and other factors the NPC will have curated responses.
Change log
TIMELINE
Completed Tasks
Everything on this project page was the initial sprint. This timeline will show the progress forward.

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Game Designer |




Please email me if you are interested in collaborating. I look forward to working with you. Thanks for your time!









