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In Development Pokémon Ash Adventures RPG (Updated 11/02/2025)

This project is a work in progress. The content is subject to change, and not finished yet.
Project Status
Work in Progress
Project Version
0.0.5
1d1bc4_8f69e7f6dd214dfd87bad3765e20406d~mv2.png


Pokemon Ash's Adventures RPG

An expansive story-driven RPG that follows Ash's journey across all anime regions and beyond. This ambitious adventure spans from Kanto through every region, including Orre and the original region of Ming, enhanced with advanced survival and management mechanics.

Players experience:
• Complex Time System with custom 13-month calendar
• Dynamic Energy Management in cities and facilities
• Advanced Quest System with multiple storylines
• Player Needs System (hunger, thirst, sleep)
• Personal Digital Assistant with data management
• Relationship System affecting story progression
• Custom UI/HUD with real-time information
• Multiple interweaving story arcs following Ash's path

Technical Features:
  • Custom built systems and mechanics
  • Enhanced core gameplay elements
  • Professional-grade implementations
  • Performance-optimized framework
  • Extensive game systems integration

Development Focus:
  • Epic multi-region storytelling
  • Deep game mechanics
  • Immersive world building
  • Technical excellence
  • Player engagement
  • Faithful anime adaptation with unique twists


Important Note:
This fan game is an unofficial project created by fans for fans. It is not affiliated with, endorsed, or supported by GameFreak, The Pokémon Company, or Nintendo. Pokémon and all of its characters, names, and other related elements are trademarks of their respective owners. This game is a labor of love for the franchise, with no commercial intentions, aiming to provide a unique experience for fans of the series.

First Looks of game and Game Systems Extras:

Terminal Data like Fallout UI:
1d1bc4_c6615cb047504236bd7d9570e64bc0df~mv2.png


Very Early Aura Power UI:
1d1bc4_346f508d564741b4b0e9e4a916abbf0f~mv2.gif


Route 1, Pallet Side Entrance:
1d1bc4_70792a2830c243efa8e9bfef7c660f14~mv2.png


Custom Illumination System Based on own Darkness Script:

1d1bc4_dece1913eb344240a0dacd9d663fb070~mv2.png


Kanto Town Map, work in progress:
1d1bc4_886ceeb64c7940c3a898e846e55c7e37~mv2.png


Credits:
"Pokémon Essentials" was created by:
Flameguru
Poccil (Peter O.)
Maruno

With contributions from:
AvatarMonkeyKirby
Marin
Boushy
MiDas Mike
Brother1440
Near Fantastica
FL.
PinkMan
Genzai Kawakami
Popper
Golisopod User
Rataime
help-14
Savordez
IceGod64
SoundSpawn
Jacob O. Wobbrock
the__end
KitsuneKouta
Venom12
Lisa Anthony
Wachunga
Luka S.J.
and everyone else who helped out

"mkxp-z" by:
Roza
Based on "mkxp" by Ancurio et al.

"RPG Maker XP" by:
Enterbrain

Pokémon is owned by:
The Pokémon Company
Nintendo
Affiliated with Game Freak
Modern Quest System by ThatWelshOne_
DBK by Lucidious89
Badgecase by ChampChar110
New Trainer Card & League PC by ChampChar110
 
Last edited:

IgnathiusNZX

Rookie
Member
Joined
Nov 13, 2024
Posts
7
A small sample of the OverlayUI I've been planning for the game, it will include things like Time, Location Name, Health Bars, Aura, Thirst, Hunger, and Stamina (running will now use up stamina)

1d1bc4_7e0d1a03090f4757b3f83d529b07658b~mv2.png
 

IgnathiusNZX

Rookie
Member
Joined
Nov 13, 2024
Posts
7
At this moment, I'm still laying the foundations of the game system.
I'm in the middle of developing the Survival System (player needs), hunger, thirst, sleep, health, stamina, which will change the traditional Pokémon game dynamics quite a bit.

Teleportation to a Pokémon Center has been disabled, and in case you don't have Pokémon available for the fight, a type of custom battle is being developed with wild Pokémon where they can hurt the trainer.

Now you'll really need to manage your inventory very well, and the repellents will probably become your best friends if you want to survive.

The Relationship System (friendships, and romance) is being implemented, it works in a similar way to a traditional dating simulator, with affinity points and affection points.

On the other hand, the Progression System, at the moment, only has 4% of the variables initialized for Kanto. I'm using 100% Ruby code to manage progress, at the expense of the engine's native Variables and Switches, which are only used for certain parallel and automatic events. This has allowed me to get around RPG Maker XP's 5000 variable and switch limit.

Actual OverlayUI:

1d1bc4_f4925b8c25af44f8bea24f05f3d3f40e~mv2.png


MenuUI:

1d1bc4_1d478279513743168e10fc9e97fc23b8~mv2.png
 
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