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Design Document for Pokemon Origins (working title) A game design document (GDD) is a living document: it is edited during the development of the game. Last edited: 19/11/2011 By Anshu.

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Design Document for Pokemon Origins

(working title)

A game design document (GDD) is a living document: it is edited during the development of the game.Last edited: 19/11/2011

By Anshu.

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Contents

Game Concept1. Intro

2. Style

3. Platform4. Who makes the game

Game mechanics

1. Interacting with the world

2. Wild pokemon encounter 3. Wild pokemon battle

4. Trainer encounter/battle

5. Safari Zone battles6. Attack Process

7. Status problems

8. Experience, leveling up and evolving

9. Stat Experience

10. DV (Deter Values)

11. Types

12. Catching wild pokemon

13. NPC list

14. Pokemon list

15. Pokemon moves

16. Items

17. Kanto region

Interface

1. Main menu

2. In-game menu

3. Controls

Art pipeline

1. 3d models

2. 2d graphics3. Effects

4. Music and sound effects

Your help is needed

 Notes

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Game Concept

Intro

Pokemon Origins (working title) is a 3d remake of the games Pokemon Red/Blue. Pokemon Origins is

a fan game done by pokemon fans and as such is completely non-profit. Pokemon Origins is not

sponsored, endorsed or associated by or with Nintendo. The game does not use any images, audio,video from the original games, anime and other media. Everything is done from scratch.

The goal of the game, like in the original games, is to become Pokemon League's new champion by beating the Elite Four and the current Champion. To be able to compete against the Elite Four, you

must first travel across the Kanto region and beat the 8 Gym leaders and acquire 8 gym badges. To be

able to compete against the Gym leaders, you must catch and raise your pokemon and battle againstother trainers to become stronger. The ultimate (and optional) goal of the game is to catch all pokemon

and complete the pokedex.

Style

The game uses cel shading for some objects to mimic the anime look and feel and uses normal shading

for the environment. The world is textured with anime style textures.

cel shading:

Platforms

Pokemon Origins is being made with the Panda3d game engine which has been successfully compiled

on Windows operating systems, Mac OSX, Linux distributions and other OSs such as FreeBSD.

Who makes the game

The game is done by pokemon fans. There's only few of us now and we are seriously lacking somehelp. If you can help, please join the community: http://pokemonorigins.forumotion.net

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Game Mechanics

Interacting with the world

There are some objects and NPC (non-playable characters) with which you can interact in the game's

world.

Object Info

Door You can open unlocked doors and walk through them.

Sign, bookshelf, shop

shelf, sculpture, poster, blackboard, NES, etc.

A textbox will appear where you can read it.

TV You can look at some television screens.

Item The player can pick up some objects that are shaped like pokeballs (this

might change in the future and the object might look what they really are).

Elevator button You can use the elevator button to choose which floor you wish to go to.PC You can use the PC to deposit and withdraw pokemon, items and view the

Hall of Fame after beating the Elite Four.

Vending machine You can purchase some drinks (items) from the vending machine.

Slot machine You can play mini games with the slot machine.

Small tree A player can cut down some small trees which are blocking the way (by

using the HM “Cut”).

 NPCs Info

Trainer Some trainers will run up to you and challenge you to a battle if you get in

their line of sight (more on this in the next sections).

Trainer (in towns) The player can talk to trainers in towns like with any other NPCs.

Pokemon There are some pokemon that will appear on the map as NPCs with which

you can “talk” with.

Others There are many other NPCs you can talk to, some of them even share thesame 3d model.

Visualising collisions. A “collision sphere” is used to keep the player from going through walls and 

interacting with certain objects, a “collision ray” is used to keep the player on the ground. Lessdetailed “collision meshes” are used for collisions, not real rendered geometry.

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The 3d modeller will need to “tag” these kinds of objects in Blender by adding a String property in the

Game logic panel with the appropriate values before exporting. Users of the BGE (Blender game

Engine) are already familiar with this process.

The list of properties isn't complete yet, more may be added in the future.

'trigger' - run a corresponding function when player collides/ collides and interacts with the object 

'npc' - loads an NPC model on the location of the object (should be an Empty)

'billboard' - sets an object to always face the camera'point' - sets an object to be rendered as points

'wire' - sets an object to be rendered as edges (wires)

'shadeless' - sets an object to not be affected by lightning 'background' - sets an object to be rendered behind everyhting (can be used for clouds, etc)

'reflection' - sets reflection effect on an object 

'posival' - applies a position inetrval on an object, more on inetrvals here:

http://www.panda3d.org/manual/index.php/Lerp_Intervals

'rotival' - applies a rotation interval to an object 'scaleival' - applies a scale interval to an object 

'colorival' - applies a color interval to an object 'texoffsetival' - applies a texture UV interval to an object 

'floor' - set object as collision floor, set on a lowpoly child object of the real thing 

'wall' - set object as collision wall, set on a lowpoly child object of the real thing 'Polyset' - used with 'floor' and 'wall' to optimize collisions

'sound' - applies a 3d sound effect to an object 

'particle' - sets particle effect on an object (object should usually be an Empty)

'terrain' - terrains support texture splatting 'shader' - apply a custom Cg/GLSL shader to the object 

'shaderinput' - used with 'shader' 'water' - apply the default water animation on the object 'bgm' - set the background music for this map

Example:

Type - “String”, name - “door”, value - “open”.

These properties are read by the game when loading the 3d file.

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Wild pokemon encounter

Wild pokemon can be found, battled and captured in any of the following places:

Location Additional information

Grass Most pokemon in the game can be found in tall grass. When the player walks

in a tall grass, a random number generator decides if a wild pokemon battle

will occur every 3 steps.

Cave Unlike roads, wild pokemon can be encountered anywhere in a cave.

Surfing Same as Cave.

Fishing Player can catch some pokemon by using a fishing rod while standing next to

water. Every time player uses the fishing rod, a random number generator decides if the pokemon battle will occur or not (will a pokemon get caught).

Other There are some indoor locations in the game where pokemon can be

encountered like in Caves (ex. Pokemon Tower or Pokemon Manshion).

 NPC pokemon There are some rare pokemon that can only be battled and caught once. Such

 pokemon don't appear randomly and are NPCs on the map and you can battlethem by “talking” to them.

When a trainer walks in a tall grass, it collides with an invisible collision geometry which triggers a“collision event”. This collsion event is different from others such as wall and floor collsions, which

change the player's position in the 3d space. In this case a “task” is started which checks if the player is

inside the collsion shape and runs a random number generator each 3 steps of the player to decide if a pokemon battle will be triggered or not. For caves and similar areas there are no collision shapes and

the “task” is started as soon as you enter the location.

an example grass collision geometry in Blender:

Wild pokemon battle

After encountering wild pokemon in the above cases, the screen fades to black and then fades into the

 battle screen. The battle screen consists of a small “chunk” of the location you are in, like in most jrpggames:

battle screen from Final Fantasy IX:

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In the battle screen the player can't control the camera. The camera is animated by running one of thecamera animations randomly and the move's camera animation (if defined) when attacking.

As soon as the battle starts, the battle music starts playing.The trainer takes out the first pokemon in the party list. After the pokemon is out from his pokeball, the

 pokemon's and wild pokemon's health bars appear and the battle begins.

You are given 4 options: “Fight”, “Bag”/”Pack”, “Pokemon”/”Party”, “Run”.

If you choose “Fight”, you can choose between the 4 or less moves the pokemon knows.

The moves have a PP (Power Point), every time you use a move, it's PP will decrease by 1, if the

move's PP is 0, the pokemon won't be able to use the move. If the PPs of all the moves are 0, the pokemon will use a special move called “Struggle”, which slightly decreases the pokemon's current HP.

PP, as well as HP (Health Point) and some status changes can be recovered by using an item during the

 battle, outside of a battle, or by having your pokemon healed in places like Pokecenter.A pokemon can't use a move which has been “disabled”.

If you choose “Pack”/”Bag”, you will be taken to the items screen. Only some items can be used during

 battle. Some items can only be used on the active pokemon, while some can be used on any in the

 party. If you'll use an item, your active pokemon will skip it's turn.

If you choose “Pokemon”/”Party”, you will be taken to your Party screen, where you can check datafor your pokemon, or switch your active pokemon with another from the party. Switching pokemon

will cost you a turn. Going to the “Pokemon”/”Party” screen but not switching pokemon will not cost

you a turn. The opponent pokemon can use some moves which might prevent you from being able toswitch the active pokemon.

If you choose “Run”, either from the options or when prompted to when your active pokemon faints, a

random number generetor will decide if you can run and end the battle or not, taking into account somefactors such as the difference in the levels of your active pokemon and the wild pokemon. The

opponent pokemon can use some moves which might prevent you from running (in some cases onlywhen your active pokemon is the one the corresponding move was used on).

an example battle GUI by kimphoe showing healthbars and the 4 options:

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another example battle GUI used during development, by Anshu:

Trainer encounter/ battle

Trainer encounters are different from wild pokemon encounters because trainers appear on the map and

there is no such thing as random trainer encounter like for wild pokemon. When you are in a trainers

line of sight, the trainer runs up to you.

trainer's field of view and territory:

When the trainer reaches you, a dialog box appears where the trainer will say something before the battle starts.

The trainer battles are almost identical to wild pokemon battles, with the following exceptions:

1. Although the run command is still there, you cannot run from any trainer battle once it has

started.

2. You cannot catch another trainer's pokemon. If you throw one, the trainer will block it and you

will not only lose your pokeball but your turn.

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3. Unlike wild pokemon battles, when you only have to fight one pokemon per encounter, trainers

can have a party of up to six pokemon. After defeating one you will be asked if you want to

switch your active pokemon before the next opponent pokemon is sent out.

4. You will be awarded with pokemoney if you defeat a trainer and lose half of your own if youare defeated and like with wild pokemon battles, you will be sent to the last visited pokemon

center. Evolutions will of course happen after defeating the trainer, not just the current

 pokemon.

Safari Zone battles

Battles in Safari zone are different from both wild pokemon and trainer battles. Here you do not useyour own pokemon. The purpose of Safari Zone battles is only to catch a pokemon. Other than your 

 pokemon, your pokeballs will also be taken before you enter the Safari zone and given 30 special kinds

of pokeballs (“safari balls”) that can only be used there and the remaining are given back when leavingthe zone.

The traditional options “Fight”, “Bag”/”Pack”, “Pokemon”/”Party”, “Run” are replaced with “Ball”,

“Bait”, “Throw rock”, “Run”.

“Ball” - Throw a safari ball at the pokemon.

“Bait” - Bait makes a pokemon less likely to run away, but also makes it less likely to be captured.

“Throw rock” - Throwing a rock makes a pokemon more likely to run away, but also makes it morelikely to be captured.

“Run” - You can always run from these battles.

There are some pokemon that only appear in the Safari Zone.

Attack process

(info taken from upokecenter)

1. After both pokemon have chosen a move for the current turn, it is then determined which of them

gets to attack first. All attacks are split into 4 speed categories:

Speed level Moves

4 Endure, Protect, Detect

3 Quick attack, Mach punch, Extremespeed

2 All other attacks

1 Counter, Mirror Coat, Whirlwind, Roar, Vital Throw

1. The move with the higher speed level strikes first.

2. If the moves have the same speed level and one of them holds Quick claw, then the holder of Quick claw has a 25% chance of striking first, if they both have Quick claw, it is determined

randomly.

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3. If the moves have the same speed level and both pokemon aren't holding Quick claw, the

 pokemon with the higher speed level strikes first.

4. If both pokemon have chosen moves which have the same speed level, they both aren't holding

Quick claw and both pokemon have the same speed level, then it is determined randomly.

The speed level of the pokemon in the current battle is determined by the following factors:

1. If the player has earned the appropriate badge, the pokemon's Speed is multiplied by 9 and

divided by 8.

2. Speed can be changed with a move (either the pokemon's or opponents, either increasing or decreasing).

3. Speed is divided by 4 if the pokemon is paralyzed.

4. Protect, Detect, and Endure are always performed last, they ignore the speed level of the pokemon.

2. After the order of attacks is determined, the following steps are performed:

1. The game checks if the attacking pokemon is asleep or frozen. If the pokemon is asleep, the

game decides randomly if the pokemon should wake up and perform the attack or not (sleeping

can last 1-7 turns). Some moves can (only) be performed while asleep (ex. Snore and Sleeptalk). The same applies to Feeze. The only moves which can be used while Frozen are Flame

Wheel and Sacred Fire.

2. If the attacker is confused, there is 50% of chance for him to perform the attack or “hit itself  because of confusion”.

3. If the attacker is in love, there is 50% of chance for him to perform the attack.

4. If the attacker is paralized, there is 50% of chance for him to perform the attack.. Unlike other 

status effects, paralize doesn't heal over time (turns).

3. Then the attack is performed. If there is no PP left for all the attacks, “Struggle” is used instead.

Otherwise the PP of the attack is reduced by 1.

4. Before the attack is hit, the following steps are performed:

1. Will this be a “critical hit”?2. Will the attack hit or miss, depending on the accuracy and some other factors?

Using Dream Eater will miss/fail if the opponent is awake.

The attack will miss/fail if opponent had used Protect or Detect.If attacker had used Mind Reader or Lock-on, attack will not hit Pokémon using Fly if attack is

Earthquake, Fissure, or Magnitude. Otherwise the attack will succeed (Gust, Thunder, Twister,

and Whirlwind will be effective even to opponents using Dig). Either way, the effect of Mind

Reader and Lock-on now ends.Life-draining moves (Dream Eater, Absorb, and so on.) on a substitute will fail.

Gust, Thunder, Twister, and Whirlwind are effective to pokemon using Fly; Earthquake,

Fissure, and Magnitude are effective to pokemon using Dig. All other attacks will fail in either 

case.

During Rain Dance, Thunder will not miss.

Swift will not miss.

3. Then, the accuracy ratio is decided as follows. Each pokemon has one stat stage each for 

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evasion and accuracy, which are not really stats, but affect an attack's probability of hitting an

opponent. The table below shows the multipliers for evasion and accuracy.

Stat stage -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6

Accuracy

multiplier 

0.33 0.36 0.43 0.5 0.6 0.75 1 1.33 1.66 2 2.33 2.66 3

Evasion

multiplier 

3 2.66 2.33 2 1.66 1.33 1 0.75 0.6 0.5 0.43 0.36 0.33

An attack's accuracy is multiplied by its user's accuracy multiplier, as shown in the table above, but not

to less than 1, then multiplied by its opponent's evasion multiplier, as shown in the table above, but not

to less than 1 or greater than 255. For certain attacks, if the opponent is holding Brightpowder, theaccuracy is decreased by 20, but not to less than 0. Then, if the accuracy equals 255, it will hit.

Otherwise, the attack will hit if a random number from 0 through 255 is less than its accuracy.

Accuracy and evasion are two of Pokémon's stat stages. Like other stat stages, each Pokémon begins

with a stat stage of 0, and a Pokémon's stat stages are reset to 0 when it is switched.

Some attacks cannot be evaded and always have the accuracy defined for the attack. No accuracychecks are performed for such attacks.

5. The probability of an attack's stat stage modification or status problem is determined now. This step

will be skipped if the pokemon faints from the attack (pokemon can't become confused or paralyzed

 before fainting).

Status problems are explained in the corresponding section of this document. Attack list describes astatus problem caused by an attack.

The attack process of multi-hit attacks, in its short form, is below.

1. Check accuracy and success

2. For each hit:1. Calculate damage

2. Stop multi-hit attack if opponent fainted

3. Check for additional effect

6. After a pokemo's turn, any end-of-turn effects trigger for that pokemon. These effects are invokedeven if a pokemon doesn't choose a move for use at the beginning of the round. These effects are, in

order:1. HP loss from poison/burn

2. HP loss and recovery from Leech Seed3. Effect of Nightmare

4. Effect of Curse

7. After the end-of-turn effects, the end-of round effects are invoked. The effects are, in order:

1. Future Sight (non-leader first)

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2. Sandstorm/Sunny Day/Rain Dance

3. Multi-turn attacks

4. Perish Song

5. Recover with Leftovers6. Check if defrosted

7. Check end of Reflect/Light Screen/Safeguard

8. Check for condition based on Berry (for both players)9. Check end of Encore

Effects above that apply to both players are resolved leader-first unless noted otherwise.

Status problems

Here is the list of all the status problems and their explanations:

Paralyze (PRZ) If a pokemon is paralyzed, there is 25% chance of it not being able to attack each

turn. Also it's Speed stat is decreased by 25%. Paralyze doesn't wear out after some

amount of turns.

Freeze (FRZ) If a pokemon is frozen, it is unable to perform any move at all unless you use anappropriate item or if an opponent hits the pokemon with a fire type attack. Freezedoesn't wear out after some amount of turns.

Burn (BRN) When a pokemon is burned, it loses the 1/16th it's health at the end of each of his

turn. You can use an appropriate item or move to heal the pokemon. Burn doesn't

wear out after some amount of turns.

Poison (PSN) Like for Burn, when a pokemon is poisoned, it loses the 1/16th it's health at the end

of each of his turn. You can use an appropriate item or move to heal the pokemon.Poison doesn't wear out after some amount of turns. Unlike Burn, Poison will cause

the pokemon to loose 1 HP per three steps outside of battle. This means that the

 pokemon can faint outside of battle and you, if you don't have any other non-fainted pokemon, to “black-out”.

Badly Poisoned(PSN)

Badly Poisoned status problem is caused by the move “Toxic”. It has the same effectas Poison, but in battle the pokemon will also loose extra 1/16 th of your HP for every

turn since it has been badly poisoned (this “counter” resets after the battle).

Sleep (SLP) If a pokemon is asleep, it is unable to perform any move at all from 2 to 7 turns

unless you use an appropriate item or or move. Only using a move is considered a“turn”. Pokemon will wake up after choosing a move, before attacking.

Experience, leveling up and evolving

A pokemon gains experience by appearing in a battle and not fainting. This means that even if the

 pokemon hasn't beaten the opponent pokemon tself (for instance, if you have switched it), it will still

get experience points, but in this case the total experience point obtained from beating an opponent

 pokemon will be halved between all the pokemon which have appeared in battle with that pokemon.Experience points are required for leveling up. A pokemon can level up up to level 100 and then it

won't get any experience point at all.

The total amount of experience points needed to reach level 100 is called Total Experience Points. This

amount varies between pokemon (but is always the same for each evolutionary family). There are 5

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kinds of “Experience Groups”:

Type Total Experience Points Exp Points to level up

Fast 800000 L* L* L* 4/5

Medium

Fast

1000000 L* L* L

Medium

Slow

1059860 L* L* L* 6/5 - 15* L* L + 100* L - 140

Slow 1250000 L*L*L*5/4

The “Experience Group” determines how much Experience Points a pokemon needs in order to level

up for each level. L means “level” in the above table.

When a pokemon gains enough experience points for the current level, it “levels up”. Pokemon stats

usually increase with a new level and some pokemon evolve and/or learn new move at some levels.

This is how you calculate the Experience Points a pokemon gets after defeating an opponent pokemon:(from upokecenter)

Exp. Points = ((L* (G/(E* F)))/7))* X* Y* Z

Stat Experience Gained = B/(E* F)

here:

• L = Defeated pokemon's level

• G = Defeated pokemon's Base Experience

• X = If the battle is a Trainer battle, X=1.5; else 1.

• Y = If the participating pokemon's Trainer ID is different from the player's, Y=1.5; else 1("[name] gained a boosted [value] Exp. Points!")

• Z = If the participating pokemon is holding a Lucky Egg, Z=1.5; else 1.

• E = Number of unfainted pokemon that participated in the battle against the defeated pokemon.

• F = If at least one pokemon is holding Exp. Share, F=2; else 1.

• B = Base stat for the defeated pokemon's current species.

A "participant" means each unfainted pokemon in the player's party who had seen the opposing

 pokemon since the last time the opponent pokemon became active. A participant need not have used anattack against the pokemon, but must merely have seen it. If a pokemon faints at the same time as the

opponent pokemon, it doesn't count as a participant. (In internal battles, if both teams have no pokemon

at the same time, it is considered a loss for the player.)If Exp. All is in the player's pack, the pokemon earns Exp. Points in up to two stages: once if the pokemon is a participant as defined above, and once more, since it's in the player's party (in which case

E is equal to the number of Pokémon in the player's party in the above formula.) Stat experience is

earned in the same way.

When a pokemon gains a level, its current HP is its new HP minus the HP lost before the level gain. A pokemon gains levels one at a time, in case it earns so much experience at once that it gains more than

one level.

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When a pokemon is placed in the Day-Care, its experience is set to the minimum amount necessary for 

the current level. While a pokemon is in the Day-Care, it will earn 1 Exp. Point for each step the player 

walks and will learn new moves as it gains levels; such moves, if the list is full, will overwrite older 

moves, starting from the top of the list. (Even HM moves will be overwritten this way.) In the first-generation versions, the Day-Care person won't accept a pokemon that has learned an HM move.

Pokemon Origins removes this limitation.

Pokemons Stats change during evolution, in some cases even decrease. A pokemon can be prevented toevolve in the evolution screen.

As mentioned, some pokemon will evolve at some level, although that is not the only method of 

evolution. Some pokemon evolve from being given an item or trade. Evolution from leveling up in a

 battle happens only after the battle.

Base Stats

Base Stat are values between 0-255 which determine how high a certain Stat can go for a pokemonspecie. There are 5 (6) Base Stat values, like the 5 (6) ordinary Stat values (HP, Attack, Defence,

Special Attack/Special Defence, Speed). Base Stats are used when modifying a pokemon's Stat (ex.evolution, leveling up). This is why all Chanseys with no exception have comparably high HP value.

Here is a list of the Base Stats for all pokemon in the game:

(info taken from upokecenter)

No. Name HP ATK DEF SPD SPC

1 Bulbasaur 45 49 49 45 65

2 Ivysaur 60 62 63 60 80

3 Venusaur 80 82 83 80 100

4 Charmander 39 52 43 65 505 Charmeleon 58 64 58 80 65

6 Charizard 78 84 78 100 85

7 Squirtle 44 48 65 43 50

8 Wartortle 59 63 80 58 65

9 Blastoise 79 83 100 78 85

10 Caterpie 45 30 35 45 20

11 Metapod 50 20 55 30 25

12 Butterfree 60 45 50 70 80

13 Weedle 40 35 30 50 20

14 Kakuna 45 25 50 35 25

15 Beedrill 65 80 40 75 45

16 Pidgey 40 45 40 56 35

17 Pidgeotto 63 60 55 71 50

18 Pidgeot 83 80 75 91 70

19 Rattata 30 56 35 72 25

20 Raticate 55 81 60 97 50

21 Spearow 40 60 30 70 31

22 Fearow 65 90 65 100 61

23 Ekans 35 60 44 55 40

24 Arbok 60 85 69 80 65

25 Pikachu 35 55 30 90 50

26 Raichu 60 90 55 100 90

27 Sandshrew 50 75 85 40 30

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28 Sandslash 75 100 110 65 55

29 Nidoran(f) 55 47 52 41 40

30 Nidorina 70 62 67 56 55

31 Nidoqueen 90 82 87 76 75

32 Nidoran(m) 46 57 40 50 40

33 Nidorino 61 72 57 65 55

34 Nidoking 81 92 77 85 75

35 Clefairy 70 45 48 35 60

36 Clefable 95 70 73 60 8537 Vulpix 38 41 40 65 65

38 Ninetales 73 76 75 100 100

39 Jigglypuff 115 45 20 20 25

40 Wigglytuff 140 70 45 45 50

41 Zubat 40 45 35 55 40

42 Golbat 75 80 70 90 75

43 Oddish 45 50 55 30 75

44 Gloom 60 65 70 40 85

45 Vileplume 75 80 85 50 100

46 Paras 35 70 55 25 55

47 Parasect 60 95 80 30 80

48 Venonat 60 55 50 45 40

49 Venomoth 70 65 60 90 90

50 Diglett 10 55 25 95 45

51 Dugtrio 35 80 50 120 70

52 Meowth 40 45 35 90 40

53 Persian 65 70 60 115 65

54 Psyduck 50 52 48 55 50

55 Golduck 80 82 78 85 80

56 Mankey 40 80 35 70 35

57 Primeape 65 105 60 95 60

58 Growlithe 55 70 45 60 50

59 Arcanine 90 110 80 95 80

60 Poliwag 40 50 40 90 40

61 Poliwhirl 65 65 65 90 50

62 Poliwrath 90 85 95 70 70

63 Abra 25 20 15 90 10564 Kadabra 40 35 30 105 120

65 Alakazam 55 50 45 120 135

66 Machop 70 80 50 35 35

67 Machoke 80 100 70 45 50

68 Machamp 90 130 80 55 65

69 Bellsprout 50 75 35 40 70

70 Weepinbell 65 90 50 55 85

71 Victreebel 80 105 65 70 100

72 Tentacool 40 40 35 70 100

73 Tentacruel 80 70 65 100 120

74 Geodude 40 80 100 20 30

75 Graveler 55 95 115 35 45

76 Golem 80 110 130 45 5577 Ponyta 50 85 55 90 65

78 Rapidash 65 100 70 105 80

79 Slowpoke 90 65 65 15 40

80 Slowbro 95 75 110 30 80

81 Magnemite 25 35 70 45 95

82 Magneton 50 60 95 70 120

83 Farfetch'd 52 65 55 60 58

84 Doduo 35 85 45 75 35

85 Dodrio 60 110 70 100 60

86 Seel 65 45 55 45 70

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87 Dewgong 90 70 80 70 95

88 Grimer 80 80 50 25 40

89 Muk 105 105 75 50 65

90 Shellder 30 65 100 40 45

91 Cloyster 50 95 180 70 85

92 Gastly 30 35 30 80 100

93 Haunter 45 50 45 95 115

94 Gengar 60 65 60 110 130

95 Onix 35 45 160 70 3096 Drowzee 60 48 45 42 90

97 Hypno 85 73 70 67 115

98 Krabby 30 105 90 50 25

99 Kingler 55 130 115 75 50

100 Voltorb 40 30 50 100 55

101 Electrode 60 50 70 140 80

102 Exeggcute 60 40 80 40 60

103 Exeggutor 95 95 85 55 125

104 Cubone 50 50 95 35 40

105 Marowak 60 80 110 45 50

106 Hitmonlee 50 120 53 87 35

107 Hitmonchan 50 105 79 76 35

108 Lickitung 90 55 75 30 60

109 Koffing 40 65 95 35 60

110 Weezing 65 90 120 60 85

111 Rhyhorn 80 85 95 25 30

112 Rhydon 105 130 120 40 45

113 Chansey 250 5 5 50 105

114 Tangela 65 55 115 60 100

115 Kangaskhan 105 95 80 90 40

116 Horsea 30 40 70 60 70

117 Seadra 55 65 95 85 95

118 Goldeen 45 67 60 63 50

119 Seaking 80 92 65 68 80

120 Staryu 30 45 55 85 70

121 Starmie 60 75 85 115 100

122 Mr.Mime 40 45 65 90 100123 Scyther 70 110 80 105 55

124 Jynx 65 50 35 95 95

125 Electabuzz 65 83 57 105 85

126 Magmar 65 95 57 93 85

127 Pinsir 65 125 100 85 55

128 Tauros 75 100 95 110 70

129 Magikarp 20 10 55 80 20

130 Gyarados 95 125 79 81 100

131 Lapras 130 85 80 60 95

132 Ditto 48 48 48 48 48

133 Eevee 55 55 50 55 65

134 Vaporeon 130 65 60 65 110

135 Jolteon 65 65 60 130 110136 Flareon 65 130 60 65 110

137 Porygon 65 60 70 40 75

138 Omanyte 35 40 100 35 90

139 Omastar 70 60 125 55 115

140 Kabuto 30 80 90 55 45

141 Kabutops 60 115 105 80 70

142 Aerodactyl 80 105 65 130 60

143 Snorlax 160 110 65 30 65

144 Articuno 90 85 100 85 125

145 Zapdos 90 90 85 100 125

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146 Moltres 90 100 90 90 125

147 Dratini 41 64 45 50 50

148 Dragonair 61 84 65 70 70

149 Dragonite 91 134 95 80 100

150 Mewtwo 106 110 90 130 154

151 Mew 100 100 100 100 100

Stat Experience

Stat Experience (EVs or Effort Values in later generations) are like Experience Points which the player 

cannot see. There are five Stat Experience values: Attack, Defence, Special Attack/Defence, Speed. StatExperience is earned the same way as experience points: by defeating an opponent pokemon. The

amount of earned Stat Experiences is equal to the opponent pokemon's Base Stats.

A pokemon you get or catch all start with 0 Stat Experiences. Stat Experiences can go up to 65535 each

Using Rare Candies to level up a pokemon provide no Stat Experience, this is why a pokemon whichwas leveled up with rare candies will ususally have poorer Stats. Because a wild pokemon has 0 Stat

Experience values, a wild pokemon will usually have poorer Stats then the same pokemon you have

caught and grew to that level.

Stat Experiences are used when modifying a pokemon's Stats when leveling up or evolving.

Deter Values (DV)

Deter values (DVs) or Individual Values (IVs) are what can be called a pokemon's “genes”. Unlike Stat

Experiences, Deter Values do not start at 0 when you catch or earn a pokemon, they are values between

0-15 which are randomly generated for each pokemon and cannot change. Deter values are Attack DV,Defense DV, Special Attack/Defence DV, Speed DV and HP DV (which is not randomly generated, but

calculated from the rest DV values).

Deter Values should also not be confused with Base Stats, which are the same for a specific pokemon

specie.

This is the formula for calculating HP DV:

(taken from upokecenter):

HP DV = A + B + C + D

where:

• A=0. If Attack DV is odd, A=8.

• B=0. If Defense DV is odd, B=4.

• C=0. If Speed DV is odd, C=2.

• D=0. If Special DV is odd, D=1.

And so, this is how you calculate a pokemon's stats in cases such as leveling up or evolving:

(taken from upokecenter):

Stat = int(((A+B)* 2 + C)* D/100) + E

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A = Pokémon's Base Stat.

• B = Pokémon's Deter Value (from 0 through 15)

• C = To find C, let X equal the pokemon's Stat experience. Take the square root of (X minus 1),

or 0 if X is 0 or 1, add 1 to that value, divide the result by 4, and round down. The final result isC, which can be as high as 63. (This variable, C, is also known as "stat points.") (To find the

square root of a number, set M and P to that number. Then calculate (M+P/M)/2, rounding each

division down. If M equals or is less than the result, use M as the square root; otherwise, set Mto the result and repeat this process at the calculation step.)

• D = pokemon's level.

• E = Additive. When calculating a Pokémon's HP, use (Level + 10). For all other stats, use 5.

Types

Both pokemon and moves have their type. There are 15 types. Every type is effective against someother type, less effective against another type and in some cases completely ineffective against a third

one.

If the type of the move is strong against the type of the opponent pokemon, then the damage ismultiplied by 2.

If the type of the move is weak against the type of the opponent pokemon, then the damage is

multiplied by 0.5.

If the type of the move is completely ineffective against the type of the opponent pokemon, then the

damage is multiplied by 0.

Table of all types and their effectiveness against other types:

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 Nor 

mal

Fight

ing

Flyin

g

Pois

on

Grou

nd

Rock Bug Gho

st

Fire Wate

Gras

s

Elect

ric

Psyc

hic

Ice Drag

on

 Normal 1 1 1 1 1 0.5 1 0 1 1 1 1 1 1 1

Fighting 2 1 0.5 0.5 1 2 0.5 0 1 1 1 1 0.5 2 1

Flying 1 2 1 1 1 0.5 2 1 1 1 2 0.5 1 1 1

Poison 1 1 1 0.5 0.5 0.5 2 0.5 1 1 2 1 1 1 1

Ground 1 1 0 2 1 2 0.5 1 2 1 0.5 2 1 1 1

Rock 1 0.5 2 1 0.5 1 2 1 2 1 1 1 1 2 1

Bug 1 0.5 0.5 2 1 1 1 1 0.5 1 2 1 2 1 1

Ghost 0 1 1 1 1 1 1 2 1 1 1 1 0 1 1

Fire 1 1 1 1 1 0.5 2 1 0.5 0.5 2 1 1 2 0.5

Water 1 1 1 1 2 2 1 1 2 0.5 0.5 1 1 1 0.5

Grass 1 1 0.5 0.5 2 2 0.5 1 0.5 2 0.5 1 1 1 0.5

Electric 1 1 2 1 0 1 1 1 1 2 0.5 0.5 1 1 0.5

Psychic 1 2 1 2 1 1 1 1 1 1 1 1 0.5 1 1

Ice 1 1 2 1 2 1 1 1 1 0.5 2 1 1 0.5 2

Dragon 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2

The damage is multiplied by these numbers.

If a pokemon has 2 types and they both are weak against the attack's type, than the damage is

multiplied by 4.

Catching wild pokemon

(info from upokecenter)

Wild pokemon can be caught by using a pokeball.

The catch rate involves random numbers, stat changes, pokemon's “rareness” value and of course the

type of the ball.

If the player is using a pokeball, a random number is generated between 0-250,

if the player is using a great ball, a random number is generated between 0-200,

if the player is using an ultra ball, a random number is generated between 0-150.

A new variable, “C” is created and set to 0.

1. If the pokemon is asleep or frozen, C is set to 12

2. if the pokemon is burned, poisoned or paralyzed, C is set to 25

A variable F4 is set to max(255, int(int((B* 255)/A)/min(1, int(C/4))) where:

1. A = 8 if the Great Ball is used, else 12

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2. B = pokemon's total HP

3. C = pokemon's current HP

If the pokemon's “rareness” is less than R1, the pokemon breaks free.

1. R2 is a random number between 0-255.

2. If F4 is less than R2, the Pokémon breaks free. Otherwise, the pokemon is caught.

If the player uses master ball, the pokemon is always caught. None of the above is calculated.

A pokemon species “rareness” is a hard-coded integer value (0-255). The lower the value, the lesslikely to be caught.

A different formula is used for Safari Zone battles.

Two variables, R and B, are set to 0. Another variable, C, is set to the pokemon's “rareness” value.

1. When the player throws a rock, C is doubled; B is set to 0; and B is increased by a random

number from 1 through 5, but not to more than 255.2. When the player throws bait, C is halved and rounded down; R is set to 0; and B is increased by

a random number from 1 through 5, but not to more than 255.

3. If the player throws a safari ball, the rareness used in the catch rate formula above is equal to C.Then, at the end of each turn:

1. If B is greater than 0, the Pokémon "is eating" and B is decreased by 1.

2. If R is greater than 0, the Pokémon "is angry", R is decreased by 1, and C is reset to the

Pokémon's starting rareness if R is decreased to 0 this way.3. A variable, S, is set to 2 times the pokemon's speed. S is divided by 4 and rounded down if B is

greater than 0, and is doubled if R is greater than 0. The pokemon will run if a random number 

from 0 through 255 is less than S, or if the Pokémon's Speed is 128 or greater.

NPC list

Trainers:

1. Bug catcher 

2. Lass

3. Youngster 

4. Super nerd

5. Hiker  6. Rocket

7. Swimmer 

8. Junior trainer 

9. Gentleman

10. Sailor 

11. Fisherman

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12. Gambler 

12. Engineer 

13. Pokemaniac

14. Chaneller 

15. Beauty

16. Black belt

17. Scientist

18. Juggler 

19. Psychic

20. Biker 

21. Cueball

22. Bird keeper 

23. Tamer 24. Burglar 

25. Cooltrainer 

26. Rival (Blue)

Gym leaders:

1. Brock  

2. Misty

3. Lt. Surge

4. Erika

5. Sabrina

6. Koga

7. Blaine

8. Giovanni

Elite Four:

1. Lorelei

2. Bruno

3. Agatha

4. Lance

Other:

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1. Mom

2. Professor Oak 

3. Daisy Oak 

4. Bill

5. Mr. Fuji

6. Baoba, Safari Zone warden

7. Copycat

8. Karate master 

9. Professor Oak's aides

10. Mr. Psychic

11. Old man

There are some other NPCs that don't have a unique name and might share the same 3d model withother NPCs

Pokemon list

Pokemon Origins (working title), being a fan remake of the games Pokemon Red/Blue, includes all the151 original pokemon.

Their type, Pokedex entry, stats and other info can be found here:

http://bulbapedia.bulbagarden.net/wiki/List_of_Pok%C3%A9mon_by_National_Pok 

%C3%A9dex_number#.23001_-_.23051_Bulbasaur_-_Dugtrio

3d model of Cubone:

Pokemon moves

Each pokemon can know up to 4 moves. A new move can be learned via leveling up or learning aTM/HM. There are 165 moves in the game. Their type, PP, power and accuracy can be found here:

http://bulbapedia.bulbagarden.net/wiki/List_of_moves

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Pokemon moves are made up from a pokemon's skeletal animation and an Effect, which is explained in

it's own section.

Items

Items are objects in the game which can be acquired, stored in the bag or PC and used.

Items are categorized into types in the bag. This has only appeared since the Gen. 2 games, but the ideais to have categories in the bag for making things simpler.

The bag sections are:

1. General (main) items

2. TMs and HMs

3. Pokeballs

4. Key items

When a section becomes full, the player isn't able to pick up any items. He has to move some to the PCor toss away to make room first.

Key items cannot be tossed.

Here is a list of all the items in the game, in their respective sections and listed alphabetically.

General (main) items list:

name effect

Antidote Cures poison

Awakening Cures sleep

Burn heal Cures burn

Calcium Raises Special Attack  

Carbos Raises speed

Direct Hit Raises chance of critical hit in battle

Elixir Restores 10 PP for each move of a pokemon

Escape Rope Escape from a cave or similar locations (return to entrance)

Ether Restores 10 PP of one move of a pokemon

Fire Stone Evolves some pokemon

Fresh Water Restores 50 HP of a pokemon

Full Heal Cures all status problems of a pokemon

Full Restore Cures all status problems and restores all HP of a pokemon

Guard Spec Prevents stats reduction in a battle for the pokemon

HP Up Raises max HP of a pokemon

Hyper Potion Restores 200 HP of a pokemon

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Ice Heal Cures freeze

Iron Raises max defense of a pokemon

Leaf Stone Evolves some pokemon

Lemonade Restores 80 HP of a pokemon

Max Elixir Restores all PP of all moves of a pokemon

Max Ether Restores all PP of one move of a pokemon

Max Potion Restores all HP

Max Repel Repels weaker pokemon for 250 steps

Max Revive Revives a fainted pokemon and restores all HP

Moon Stone Evolves some pokemon

 Nugget Can be sold at a high price

Paralyze Heal Cures paralyze

Poke Doll Can be used for escaping from a pkemon battle

Potion Restores 20 HP

PP Up Increases the max PP of a pokemon

Protein Raises the max attack of a pokemon

Rare Candy Levels up a pokemon

Repel Repels weaker pokemon for 100 steps

Revive Revives a fainted pokemon and restores all HP

Soda Pop Restores 80 HP

Super Potion Restores 50 HPSuper Repel Repels weaker pokemon by 200 steps

Thunderstone Evolves some pokemon

Water Stone Evolves some pokemon

X Accuracy Raises accuracy in a battle

X Attack Raises attack in a battle

X Defence Raises defence in a battle

X Special Raises special attack and special defence in a battle

X Speed Raises speed in a battle

Pokeballs list:

Pokeball Catches a pokemon

Great Ball Higher chance of catching a pokemon than a Pokeball

Ultra Ball Higher chance of catching a pokemon than a Great Ball

Master Ball 100% chance of catching a pokemon

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Safari Ball A special ball which you can obtain and use only in the Safari Zone

Key items:

Bicycle Allows traveling at double speed

Bike Voucher Show at Cerulean Bike Shop for a free bike

Card Key Unlocks doors at the Silph Co. buildings

Coin Case Holds 9999 Casino coins for use at Celadon Casino

Dome Fossil Used to clone Kabuto at the Cinnabar Island Laboratory

EXP. All Divides EXP from battle between all party members

Gold Teeth Return to Safari Zone Warden and receive HM04

Good Rod Fish for medium-levelled water pokemon

Helix Fossil Used to clone Omanyte at the Cinnabar Island Laboratory

Itemfinder Detects hidden items in close proximityLift Key Unlocks the elevator in the team Rocket Hideout, Celadon City

Oak's Parcel Deliver to Prof. Oak in pallet Town and receive a Pokedex

Old Amber Use to clone Aerodactyl at the Cinnabar Island Laboratoy

Old Rod Fish for low-levelled water pokemon

Pokeflute Awakens sleeping pokemon

Pokedex Recoards all information about seen and caught pokemon

S.S. Ticket Use to board the S.S. Anne in Vermilion City

Secret Key Unlock Blaine's gym on Cinnabar islandSilph Scope Allows ghosts to be detected in the Pokemon Tower, Lavendar Town

Super Rod Fish for high-levelled water pokemon

Town Map Shows your position in the Pokemon World

TMs

TMs are short for Technical Machines. HMs are short for Hidden Machines. They are items which can

 be used to teach a pokemon some move. The can be found, given by Gym leaders after being defeatedor bought. Unlike HMs, they can only be used once. A pokemon can't forget a HM move unless by the

Move Deleter. HMs can be used outside of battle, even if the pokemon is fainted. HMs can't be tossedor sold. To be able to use some HMs, you need a corresponding gym badge.

TM Move

1 Mega Punch

2 Razor Wind

3 Sword's dance

4 Whirlwind

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5 Mega Kick  

6 Toxic

7 Horn Drill

8 Body Slam

9 Take Down

10 Double Edge

11 Bubble Beam

12 Water Gun

13 Ice Beam

14 Blizzard

15 Hyper Beam

16 Pay Day

17 Submission

18 Counter  

19 Seismic Toss

20 Rage

21 Mega Drain

22 Solar Beam

23 Dragon Rage

24 Thunderbolt

25 Thunder  26 Earthquake

27 Fissure

28 Dig

29 Psychic

30 Teleport

31 Mimic

32 Double Team

33 Reflect34 Bide

35 Metronome

36 Self Destruct

37 Egg Bomb

38 Fire Blast

39 Swift

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The terrain is modelled in Blender or any other tool, as long as it can be imported to Blender and

exported as a game model file or a heightmap.

The whole world consists of smaller “chunks”, which are loaded and unloaded as you move along the

Kanto region. Each chunk can have 4 textures: 2 textures, a stencil map and a detail map. In the futurethe allowed amount of textures might increase.

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+

+

+

=

Of course it's your choice to use them or not.

Buildings, trees, vegetation and the like are how they appear in the 3d modeller, but they can havedifferent LOD levels.

The terrain mesh can be exported as a heightmap, or as an ordinary polygonal geometry.

 NPC locations can be set with Blender empties and properties.

As mentioned earlier, meshes you can interact with can have all the needed data set as Properties in the

Game Logic Panel of Blender before export.

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 A terrain chunk generated with Blender:

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Interface

Main Menu

The main menu is the first place you can interact in the game after the intro and “Press start”/”Press

any key” screen. Here you can choose to start a new game, continue, go to Options/Settings or quit thegame.

The main menu's design and structure hasn't been decided yet. You are encouraged to show your own

design in the forums.

an example the Options/Settings screen (programmer's art):

In-game menu

The in-game menu is a sidebar which you can toggle outside of battles. The manu contains the

following options:

1. Pokedex

2. Pokemon/ Party

3. Bag/ Pack 

4. Player's name/ Trainer card5. Save

6. Options

7. Exit

an example of an “in-game menu”:

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The Pokedex screen allows you to use your Pokedex (the button will appear after acquiring a pokedex

from Professor Oak). The pokedex is a first generation pokedex. The GUI images haven't been made

yet.

The Party screen allows you to organize your pokemon party and check their stats.

The Bag/Pack screen allows you to browse your current items, move them in their list, use them or toss

them.

The Trainer Screen allows you to see your trianer card: your name, axquired badges and pokemoney.

Controls

The game is controlled with the keyboard and mouse.

The controls are different between different screens, for example you cannot manually control the

camera in the “battle screen”.

Custom key mapping might be possible.

controls being used during development:

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(the image is licensed under the Creative Commons  Attribution-ShareAlike 3.0 License. By

 Michaelliberty)

The 3rd and 1st person cameras can be controlled in the game with the mouse. Click and hold the right

mouse button and move the mouse to rotate the camera, in 3rd person mode, use the mouse wheel tozoom.

how 3rd person camera works:

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Art pipeline

3d models and animation can be done in any 3d modeller, but to export the files to the game's format,

you'll need to get them to Blender (which is a free program) and export it with the game exporter.

The format for 2d graphics is PNG, which is supported by just about any graphics editor.Music and sound effects have to be converted to OGG format.

The game can load TTF font files.

3d models

As mentioned earlier, 3d models are exported to the game's 3d format from Blender.

This is the exporter: http://chicken-export.sourceforge.net/

However, egg files are a native 3d format of the game engine and so exporting the files should be the

last step. Animations should be exported as separate files, although it's possible to have them in thesame file as the model.

We can differentiate 3 kinds of models: static models, animated (humans, pokemons) models and

terrain models.

Exported models can be previewed with the PO Model Viewer:

http://www.indiedb.com/games/pokemon-origins/downloads/model-viewer-01

The textures shouldn't be over 512x512 pixels.

The vertex count should be below 3000 for humans and pokemon.

Animated models shouldn't have more than 30 bones (joints).

Pokemon models need the following animations:

1. idle

2. attack 

3. defend

4. faint

5. pokeball out/in

The above list might grow, for example having different versions of attack and defend.

 NPCs need the following animations:

1. idle

2. walk  

3. run

It has been suggested to have “base” models which others can use for making their characters. You are

welcome to make one. Few exist already.

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http://pokemonorigins.forumotion.net/t73-base-mesh-male

http://pokemonorigins.forumotion.net/t61-base-mesh-female

Post in those threads if you want to receive those models to use them as base.

2d graphics

There is nothing much to say about 2d graphics. You should ultimately convert them to .png. Textures

shouldn't be bigger than 512x512 pixels. Also, not that the game's “pixel-perfect” resolution is1024x768.

Effects

Effects are used for the pokemon moves and various other stuff in the game, such as rain. When we talk 

about an effect, we mean an animated billboard, particle effect, animated geometry and texture UV

animation, vertex and pixel shaders or combination of some of these.

the Particle Editor from the SDK:

The particle editor can be downloaded from here: http://www.indiedb.com/games/pokemon-origins/downloads/particle-editor-01

an animated billboard:

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UV scrolling in the game FFIV (DS):

(Animated) Billboard - A billboard is a special effect that causes an object to rotate automatically to

face the camera, regardless of the direction from which the camera is looking. Usually the object is atextured quad. An animated billboard simply replaces the texture of the quad from a list over time

(milliseconds).

Particles – A particle effect involves creating, moving and removing lots of “billboards” over time tosimulate effects such as fire or smoke. There is a Particle Editor program included in the game engine. I

might release it as a standalone program in the future.

UV scrolling – Change the texture UV over time to simulate an effect as if the texture is “flowing” on

the mesh. Used for effects such as water.

Animated geometry – An effect caused by modifying/creating vertices with joints (bones) or morphs.

Shaders – Shaders are programs that run on the GPU and create or modify pixels (fragments) and

vertices. Shaders are mostly what makes a game “next-gen”. Of course shaders can only run on a

hardware which supports them.

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Music and sound effects

Music and sound effects can be done with any program, as long as you can get them to .ogg (an open

audio format). If your program doesn't support .ogg and you're lazy to convert it with many of the free

and open source tools these days, you can just send me a losless format and I'll do the conversion.Example of losless formats are .wav or .flac (compressed).

A good free audio editing program can be found here: http://audacity.sourceforge.net 

List of music themes and some sound effects (in alphabetical order):

Bicycle

Celadon City

Champion battle

Cinnabar Island

Cinnabar Mansion

CreditsEvil trainer encounter 

Evolving

Female trainer encounter 

Game Corner 

Gym

Gym Leader battle

Gym Leader defeated

Hall of Fame

Indigo Plateau

Item found

Item received

Lavender Town

Leveling up

Male trainer encounter 

Mt. Moon

Oak's lab

Oak's pokedex evaluation

Oak's theme

Opening theme

Pallet Town

Pokemon Center 

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Pokemon Tower 

Rival theme

Route 1

Route 10

Route 12

Route 16

Route 24

S.S. Anne

Secret item found

Show me around

Silph Co.

Surf 

Team Rocket's hideoutTitle Screen

Trainer Battle

Vermilion City

Viridian City

Viridian Forest

Wild pokemon battle

Wild pokemon caught

Wild pokemon fainted

I don't know if the names are very accurate. You can listen the midi versions here if you do not

recognise some of them:

http://www.vgmusic.com/music/console/nintendo/gameboy/index-classic.html

Some music made for the game:

http://www.indiedb.com/games/pokemon-origins/videos/ss-anne#imagebox

http://www.indiedb.com/games/pokemon-origins/videos/lavender-town#imagebox

We will also need to make the cries of all the first gen pokemon.

There is no plan for human speech, however if there would be enough people to offer some voice

acting, I'd be more than glad to add that to the game.

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Your help is needed

As you see, this project is certainly not a one-man job. I have listed all the assets needed for the game

in this document (3d models, music and sound effects, 2d graphics, special effects). If you think you

can make some assets, then head to the forum, check if it hasn't already been done and post your work in the appropriate section.

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Notes

There are some info and screenshots in this document which are simply taken from other video games

or websites. They are considered “Fair Use” in the US copyright law and “Fair Dealing” in someEuropean countries. If an info is taken from somewhere else, it is mentioned as being such.