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⚠️ DISCLAIMER: THIS PROJECT IS NOT UNDER DEVELOPMENT AND I DON'T INTEND TO FINISH IT NOR PUT IT ONLINE FOR DOWNLOAD. ------ Hey, so, this is what I've been working on my spare time, an ode to my childhood, this is the franchise that got me interested in getting into the game development industry and I always wanted to do something like this. Notes in advance: Sorry for the big spike in the audio volume when we choose our starter. Also, found a couple of things that I could have did like the stairs, the Pokémon use to play their cry when they faint but because of a bug it's not doing it. There is a problem with some battle calculations like the amount of XP yielded by trainer foe's owned Pokémon, that's why the player Pokémon didn't level up. This is a side project of mine that I've been working in my spare time for the last 2 years (which I simply stopped working on several times), it's a reimagination of the 1st Pokémon generation as if it was developed for the Nintendo 64, it's made with Unity, of course I wasn't super worried about keeping limitations of the system in mind and took some liberties, I tried to mimic more the art style of the games for the 64 than anything else. I can't talk about the project tech without a wall of text so here it goes. Of course, this is just a tech demo, doing the whole thing would require too much time, it goes only until the first battle with your rival… Also, Nintendo doesn't play friendly with these kind of projects. Either way, it's a fully fledged tech demo, and I got a lot done in it including: A save & load system that saves including the state of the game world, like moved objects, entities like NPCs, etc. What should and should not be saved is customizable by the developer. Game state system, this system manages what should and should not run, which inputs should and should not be executed in different parts of the game lifecycle, these system is also tightly integrated with the UI system, which observes the states to make them appear and also consume the context of given states. A sequence editor to author sequences to be played in the game world and the battle, these sequences are not like timelines, they are dynamic and accept context to do things differently depending on the context, also, in dialog boxes for example, it waits for player input. The Progress Flags system controls what the player done in the game, those flags are used by various things in the game, an example of that is if the player has already beat an opponent in a part of the game world, it will not be triggered again when a player enters an area trigger, it may also unlock a door, spawn a character, etc. Battle system, which was fully developed using the 3rd gen as a base, the moves that can be used in battles are completely customizable though, we can add and customize each bit of each effect of the moves, telling the system what to do, how to do, which sequence to play in each situation and outcome. Day/night cycle & weather system, this was not shown in any part of the video but I have in place a day night system plus a weather system, the variables in those can be used as conditions for things happening in the world like for example, only allow the player interacting with a door from Monday to Friday. Game world streaming, this world streaming system load parts of the world depending on where the player is, this also works in the world to facilitate working on the levels. I also implemented a dialogue system and an editor for it, although I didn’t need it for this tech demo. Those are the most important systems developed. As for the art, audio and everything else, with the exception of the 2 Pokémon models, their sprites, some of the SFX and themes (that you might recognize if you played the games), everything was done by myself. Also, I was never really good animating, so there’s that. That's it, I hope you enjoy the video.