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In Development [Unity Engine] Pokémon Lets Go Unity

This project is a work in progress. The content is subject to change, and not finished yet.
Project Status
Discontinued
Hi! I'm here to present the project I am making with a friend: Pokémon Lets Go Unity

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Introduction:

Pokémon Lets Go Unity is a recreation of Pokémon Lets Go in Unity Engine with C# adding all monsters from generation 1 to 8 and all battle mechanics (Shadow Pokémon, Mega-Evolutions, Z-Moves, Dynamax, Gigamax...). All Pokémon animated models (until gen 7) are extracted from UltraMoon and overworld models and textures (and audio) have been extracted from Pokémon Lets Go Pikachu. Gen 8 pokémon are from Sword and Shield. Everything else (Shaders, fakemon, trainer animations, events, coding, scenes...) are made from scratch.

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Story

Pokémon Lets Go Unity aims to recreate the original game adding more features, so the story is the same as always.

In the future, I would like to recreate Johto in Lets Go style, creating Pokémon Lets Go Crystal.

Added features

Well, the game is not the same as Lets Go. It has some cool new features such as:

  • Mounting and Following mons
  • Rendering options
  • Upscaled textures for HQ Graphics
  • All monsters
  • All mechanics
  • Fakemon (I have a 130 designed fakemon with some of them already included in the game)
  • Game Boy emulator where you can play GB ROMs (not included with the game). There is an extra for this where Pokémon Blue, Red or Yellow ".SAV" file can add Pokémon and items to Lets Go Unity save file data.
  • Minigames: Slot machines, Voltorb Flip, Pikachu Surfing minigame(Pokémon Yellow's Pikachu with Surf is needed), Pikachu Music Run...
  • Fishing Minigame (if the option is toggled) similar to PokéPark Fishing Rally DS.
  • Some extra events like Giovanni story and Armored Mewtwo related to Psinergy (MegaEvolution and Shadow Mewtwo).
  • Pokémon Snap mini-game.
  • Mystery Gifts
  • Multilanguage

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Planned features (after LGU)

  • Johto and Crystal demo
  • Online Features (this will depend mainly on Nintendo as it gets really upset with online projects)
  • Battle Tower
  • Pokémon World Tournament

Progress

I have already done about 80% of all scripting core (movement, battle, save, menu, database...) with playable gameplay from Oak's Intro to Brock in Pewter City. Some fakemon have been already created and included. All monsters from gen 1 to 7 and all gen 8 models (excepting animations due to the lack of gfpak parsing). All minigames are done, including Snap mechanics.

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Some more screenshots

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Video

Here you have an old video showing up how the game loads chunks seamless.

[YOUTUBE][/YOUTUBE]

Demo

I need to fix some stuff, but I home to be able to release a demo soon (Only PC and maybe Android).

Performance

From my experience, you can play on any platform without many issues (you will need to set rendering settings in options, according to your device).

Tested on PC, Android, iOS, and Nintendo Switch with 60 stable fps.

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Credits

  • Diez, one of the best artists of all time, and me for Pokémon Lets Go Unity.
  • Barryck12: for teaching me about 3D Modeling and helping with fakemon.
  • FlorianDX: for all monsters icons in Lets Go Style.
  • KillzxGaming: for switch toolbox.
  • SciresM: for Atmosphere
  • Nintendo and Game Freak for the original game.
  • Unity Technologies
 
Last edited:

Josiah

Rookie
Member
Joined
Dec 14, 2019
Posts
5
Wow, looks great! I can't wait for this! I know sometimes the battle system is a big pain for development---any progress with that, dare I ask?
 

Manurocker95

Predoctoral Researcher & Game Dev
Member
Joined
Feb 9, 2020
Posts
169
Wow, looks great! I can't wait for this! I know sometimes the battle system is a big pain for development---any progress with that, dare I ask?
The battle is mainly done for regular trainer battles and wild battles with regular monsters, shadow Pokemon, Mega Evolutions, Z Moves and Gigamax + Dynamax. However, I need to do the animations. For now, they change stats (and attacks). I need to end double battles, triple battles and hordes.
 

Marina

Cooltrainer
Member
Joined
Mar 10, 2018
Posts
125
I can't wait for this!!! Will this be a game or will this be an engine?
If engine or game, both are great and I can just thank you for doing this!
 

Uax

Novice
Member
Joined
Jan 10, 2018
Posts
18
wow that's awesome, I'd love to contribute in this project... if you need another programmer, hey here I am! :D I'm pretty good in unity and in realtime game server programming if you plan to expand it as mmo... I know I'm a bit late but in case contact me
 

WolfShadowWhisper

Just a wolf that loves the shadows on a hot day :)
Member
Joined
Jun 29, 2018
Posts
85
Holy Carp! Can't wait to play this!!!!!!!! I wish you great success in this project. May we all have a chance to play this because this looks epic.
 

SunGoddess23

Cooltrainer
Member
Joined
Jul 16, 2018
Posts
102
This looks amazing I'll mainly play it on the PC, if I'm able to get it to work for me, then my switch because I don't want to take any chances on it on there. The Armored Mewtwo looks really cool.
 

Manurocker95

Predoctoral Researcher & Game Dev
Member
Joined
Feb 9, 2020
Posts
169
This looks amazing I'll mainly play it on the PC, if I'm able to get it to work for me, then my switch because I don't want to take any chances on it on there. The Armored Mewtwo looks really cool.
The Switch build will be only for me. I will launch it for PC and Android (and iOS if I ever get a mac). It doesn't run pretty bad on mobile.

And thanks!! :D

You can import any Pokémon from your official games (with your .SAV or Pkhex .PK) to PLGU and use them in the game.
 

SunGoddess23

Cooltrainer
Member
Joined
Jul 16, 2018
Posts
102
Problem is I'm not all that computer savvy so I'm not sure if I'll be able to do that so I'll just enjoy it as a brand new game to play.
 

Manurocker95

Predoctoral Researcher & Game Dev
Member
Joined
Feb 9, 2020
Posts
169
Problem is I'm not all that computer savvy so I'm not sure if I'll be able to do that so I'll just enjoy it as a brand new game to play.

Mobile port will only support virtual pad (which is not the most comfy thing)
 

Manurocker95

Predoctoral Researcher & Game Dev
Member
Joined
Feb 9, 2020
Posts
169
Even after tons of hours of work rigging and animating, now that I can, I'm gonna export and use all the original animations:

 
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