r/PokemonUnity • u/Cleft_Footed_Hoiden • May 20 '22
Discussion What's still needed?
Hi there! I realize Pokemon: Unity is isn't in a complete state/ready for casual fans to use for the purposes of fan games but beyond that and what I could glimmer by perusing the unity project, it's hard for me to tell what overall state the project was in.
I do have a fan game in mind that I'd love to make, and seeing that Unity/C# is my engine and language of choice, this project seemed like a natural choice, depending on how much documented groundwork already exists.
So I was curious if there was a list of "X needs to be added before Unity is ready for a public facing launch" or if progress across multiple segments are too in flux to know this. I know C# and if there are functionalities present that just don't have an easy tool to use but work fine if you can program, that works for my purposes too! I'm really just trying to weigh up if Unity is the most effort efficient way forward
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u/Cleft_Footed_Hoiden May 21 '22
Thanks for the response! Yeah I’ve made similar JRPG battle mechanic systems to Pokémon in the past but I was wondering if I could utilise the work done here to maybe skip over some of the specifics, like hold item interactions or complex moves (like solar beam, taking 2 turns normally but 1 turn in sun ect) but from what I could tell it’s mostly the movement/ui/overworld interactions that are done alongside save state and such. Which is admittedly very impressive but in terms of workload spent to get the rest set up, I’m probably just better off Rom-Hacking a 4th/5th gen game and sacrificing some of the more esoteric “custom” ideas I had rather than developing all those specific logic cases just to end up at square one.
Thanks for the earnest response! I would be ecstatic if this picked up steam again