Dev Kit Pokémon Unity 2D

mej71

Novice
Member
Posts
16
#1
Pokémon Unity 2D is a framework I'm currently working on using the Unity engine. The intention is to provide a modern, user friendly kit in which to make fangames.
Source code will be moved to github upon first release.
Main goals of the engine:
  • Cross-platform
  • Customizability (easy to create and manage custom tools and editors within the program)
  • Improved performance by using a modern engine (RMXP is a very old engine, and struggles with some aspects of performance even with default Essentials)
  • Documentation (starting from scratch, this gives the ability to document everything used)
Trello: https://trello.com/b/zqvm5MDJ/pokemon-unity-2d-todo
Screenshots
Item Bag

Imported Maps/Game Objects

Metadata effects (day/night shading, map to the right flagged as indoors)

Working Events

Pause Menu + Party Screen

Moves defined in XML files (GUI editor will be created later)
Note: This kit will never charge money, nor will it allow anyone to make money while using it

Credits:
GUI graphics from Pokémon HGSS, adapted for Pokémon Essentials by Maruno
Code by mej71
 
Last edited:

Lunos

Uruguayan Random User
Member
Posts
3
#2
I didn't expect to find this. I'm quite interested in seeing the progress of this engine considering how good does for example, Pokémon Unity perform.
I bookmarked this thread to keep up with the news, good luck mej! :heart:
 

Yotes

GameDev
Member
Posts
16
#3
Oh man, this idea rocks. If you combine this sort of tool with everything else the Unity Asset store can provide, we could have a renaissance of fan games on our hands!

For now, I'm having to build a custom Pokemon-like engine from scratch with Unity's tools and things. 3 years deep into it and still not done :laughing:

Good luck with that kit!
 

Mewleon

The Nyoomster
Member
Posts
17
#6
I'm excited to see the development of this and knowing that unity can do so much, excited to make some fangames with this!
 

FlamingKeldeo81

A Sword of Justice
Member
Posts
17
#8
I'm actually interested in trying this Unity engine out! I'm terrible with coding, but I hope that this engine will be easier than RPG Maker, and I'm glad that its gonna be free.
I plan on making a few fan-games with this engine when you release it! :grinning:
 

mej71

Novice
Member
Posts
16
#10
Started working on it again with a reignited vigor. I've got a bunch of ideas for how I want the workflow to go, which was one of my major holdups before. Also moving to a newer version of Unity and embracing its built in tile map system. It's actually pretty nice, and I think not using multiple outside programs is a plus (was using Tiled + Tile2Unity before)
New workflow plan for moves/abilities/items/etc: XML is still used, but it's really more of an external file so you can copy/paste multiple new moves from other resources, the primary way to edit will be my customized editors.
Considering 2D is pretty light on resources, I think the best approach is using a single Scene in Unity apart from the main menu. In testing so far, adding more maps to the main scene adds negligible memory usage. This also lets me have a more intuitive usage of events, since honestly I was pretty unsure how to have a working internal database of them across scenes in the first place.
 
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