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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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TheIdeaGuy

Next big thing for pokemon!

2 posts in this topic

Game Console: Nintendo Wii U

Game Title: Pokemon Universe

Title description: The U in universe is a playy on words promoting the Wii U but also the amount of custom options you have in game
 Number of Players: Main Story is 1 No co-op
Multiplayer: Server Based 50-75 players on each server
My Email:MikeBoJangles17@Gmail.com


Before i start on my rant i'd like to add that at this point in time i'm only actively looking for other creative positions
Art design, Story design, Game Devs, etc. I will start looking for tech positions after we lay down the foundation and i have a good team around me i refuse to let this one die it's too good of a game not to work. The Goal is to put together a comprehensive alpha or in-depth presentation put it to a kickstarter and send the idea to Nintendo. 


Game description: Welcome to Pokemon Universe the whole NEW pokemon experience.  Interact in the pokemon world like you have never before IN FULL 3D. It would also include a limited create a character section and possibly the ability to import you mii. A total of six pokemon regions including all 6 generations of pokemon.

Art Style/Graphics: They art style would be a flashy cell shaded anime look. Like the current gen naruto & DBZ games. Battles would be buzzing thunderbolts would darken the sky and shocks would disperse through the ground of the effect area.  Energy particles from beam attacks would be vibrant and colorfull. Colors would pop off thescreen.

GAMEPLAY:
Singleplayer: Walk through the five main regions of the pokemon world. Johto, kanto, Hoenn, Sinnoh, and Unova! ("BUT YOU SAID SIX!!!" Yes I will get to that) Pokemon are now visible in the open regions of the pokemon world, pokemon do not run wild in city but one pokemon can follow you through the city if it's in the city size permits.  Pokemon being visible also allows more variety into how you encounter different monsters.  Some pokemon are docile creature so maybe sneaking up on certain pokemon. Baiting others etc. you must learn all of the different methods in order to catch certain pokemon. There is a full day and night cycle. You would also be able to buy clothes at the department store to change your look.

Battle System 2.0: This biggest change in pokemon gaming since well pokemon. This system ditches the turn based system that made pokemon so iconic and relevant, This new battling system is now similar looking to the anime with you controlling your pokemon. Controls like a supersmash, DBZ, naruto hybrid, Faster pokemon like pikachu have dash abilities to dodge certain attacks. Pokemon are still limited to four attacks PP is still a factor and there is a certain recharge delay that is different on each. Pokemon are now noticeably different even if they are they same type due to the EVs and IV of each pokemon. One Eevee is faster than another but that one has more strength. choosing this system allow for more exciting, complex, and strategic battles.  

Multiplayer: Multiplayer takes place on the Orange Islands this would mark the first time the orange islands has made an appearance in the city. Its tropical environment also provides the perfect setting to separate it from the rest of a game. Multiplayer is server based to test MMO capabilities of future games. Another advantage to the setting is the creative task you must do in order to get some of the badges. Those would be easy to turn in to fun minigames with a leaderboard. Pokemon theme parks also holds multiplayer contest/minigame. You are allowed to surf between islands or take a ferry for fast travel. they're are many pokemon in the area including some exclusive to the gamemode the area also has an increased chance of shinies but not too much where it's not cool. Request to battle other trainer roaming around you, Multiplayer pokemon beauty contest. Pokemon Olympics connects multiplayer  Possible DLC to incorporate the battle tower city from emerald into the game.

Music: would be redone by a symphony to give the game a grand adventure feeling. Areas would keep the same musc style from GBC/GBA/DS counterparts. New caribbean cruise style music created for the orange islands.

I Think this gives you an overall feel of what a groundbreaking and revolutionary game this could be.
If you would like to be apart of this please email @ MikeBoJangles17@gmail.com
 

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i'll just toss this out right now, if this became anything, i'd highly expect you'd get a c+d asap.

 

it'd be best to drop the pokemon name's right away, and make up something original, rather than doing a ton of work, only to be told to stop.  and changing names when you got an c+d might not be enough at that point.

Edited by slicer4ever
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I'm closing this.  Mike, recruiting is not permitted in the discussion forums -- that's what the Help Wanted / Classifieds forum is for.

And then there's the huge problem of using someone else's IP without permission.  Like slicer said, you need to drop that idea.

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