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In Development Pokémon Zirconium

This project is a work in progress. The content is subject to change, and not finished yet.
Project Status
Work in Progress
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Created in Pokémon Essentials v18.1 (+MKXP)


Plot
It is by chance one day that you fall into the Honnis Underground, left to fend for yourself with only a single Pokéball. It is through a rather unusual series of events that you find yourself wrapped up in a conspiracy involving the beloved "Baker's Dozen"! Will you save the region from chaos? Will you uncover the secrets of the Honnis Region? Will you beat 8 gyms and the Pokémon League in the process? ...Probably.



The Honnis Region

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The Honnis region is a sprawling and diverse land filled with countless different Pokémon and cities filled with all kinds of interesting people and places.
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Though it contains countless secrets of its own, its most interesting feature is undoubtedly the Honnis Underground, a vast network of cave systems containing hundreds of Pokémon that cannot be found anywhere else in the region. Pokémon within it are more active than their surface counterparts, and there are some individuals that have demonstrated unusual amounts of strength and aggression.
It is said that the Pokémon within have the mysterious property of 'scaling' to the strength of your party!





Features

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Treat Traits
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  • Special abilities granted upon consuming specific items, Traits come in a wide variety of effects that can be granted to any Pokémon!​
  • Grants varying stat boosts depending on a species' strength, allowing even weaker Pokémon to keep up with their evolved counterparts​
  • While a Pokémon possesses a Trait, it loses the ability to evolve via level-up, requiring it to be evolved through the party menu.
  • Through the use of the EZ-Oven and some recipes, you can even craft your own Pokétreats at any time!​

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New Forms and Evolutions
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  • The Honnis region contains an utterly massive amount of Pokémon, and depending on what part of the region you are in, some species will even take on entirely new forms.​
  • It appears that some Pokémon even possess entirely new evolutions.​
  • Yet what are the mysteries surrounding this mysterious 'Flux Stone'?​

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New Moves and Abilities, and Rebalances
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  • Freeze has been changed to Frostbite, as seen in Legends Arceus
  • Certain 'weaker' moves and abilities have had their effects strengthened in some form​
  • Many Pokémon have had their learnsets expanded, and certain species that lacked secondary or hidden abilities have now gained them
  • There are also a variety of brand new moves, items, and abilities!




Various QOL Touches
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  • NPCs that allow you to fast travel between previously visited towns and areas​
  • All trainer battles can be forfeited, rather than requiring a loss​
  • TMs can now be taught directly from the summary screen (and even in PC boxes) instead of requiring you to manually sift through your bag.​
  • Sun Dust and Moon Dust, held items that let you make time-based evolutions at any time​
  • Marks can also be acquired through defeating wild Pokémon instead of being limited to newly captured Pokémon​
  • HMs can now be used just by having them in your inventory​
  • IVs and EVs are visible on the summary screen​
  • Pokémon with hidden abilities have a 10% chance of appearing in the wild​
  • Egg Moves can now be taught at any Pokémon Center (costs Heart Scales)​
  • 'Shards', items that allow you to boost a Pokémon's IVs​
  • Happiness-based evolutions have a much more lenient threshold​
  • The PC-Link, a rechargeable machine that lets you heal and use the PC from anywhere.​

And Many More...!
Including...
  • 2v1 Boss Battles against particularly powerful Pokémon
  • Two additional shiny variations for every Pokémon
  • Secret Bases
  • Over 250 obtainable TMs
  • Multiple battle facilities
  • Raid Dens
  • A wide variety of sidequests with exclusive rewards and encounters
  • Wild encounters have a 20% chance of starting as double battles when possible, you can capture Pokémon even with two opponents on the field
  • Soft level caps that slow experience gain past a certain threshold, boosted with each badge​
  • Online Trading & Battling​

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Team
Mak
Lead Dev, general stuff-doer
Vendily
Scripting
AOZero2
Composing



Demo Download Link coming eventually!



 
Last edited:

Mak

Edge Lord
Member
Joined
Apr 1, 2017
Posts
115
Still, still kicking.
I've been debating pushing back the release of the demo until gym 4+5 (which will both be released together no matter what) are finished just to ensure I can keep everything at a consistent level of polish and leave more content to jump into from the get-go, but I'm still not entirely certain whether I'll go through with it, so have a small feature explanation in the meantime.

Roaming Pokémon actually exist in Zirconium, but the system has undergone major tweaks both to match the new boss battle system as well as be less monotonous in the way you actually get them.
  • Roaming Pokémon are significantly more bulky, requiring the efforts of two Pokémon to maintain any noticeable damage on them. With the old mechanics, that would be aggravating, but—
  • They will flee after five turns, rather than automatically running away the first chance they get. This ensures that every encounter at least lets you accomplish something, provided you don't get overwhelmed by the foe's attacks.
  • They each have smaller ranges they will stick to, and when they move areas (which is no longer guaranteed upon switching areas) they will only move to nearby routes, allowing them to be feasibly followed.
  • Upon defeating them in battle, you will be automatically given the choice to capture them. You can still do so prior to lowering their health to 0, but their higher level makes it a bit more of a challenge, and due to the aforementioned time limit, is arguably not worth the effort unless you're willing to use a Master Ball.
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So instead of being Pokémon requiring either good luck or running in circles to even encounter, let alone catch, Roamers have been turned into essentially superbosses that you fight in bite-sized pieces, essentially tasking you to see how much damage you can do before you run out of time.

Roamers aren't the only legendaries in the game, however...
a1kAT4M.png
 

safr

Elite Trainer
Member
Joined
Dec 6, 2021
Posts
351
Still, still kicking.
I've been debating pushing back the release of the demo until gym 4+5 (which will both be released together no matter what) are finished just to ensure I can keep everything at a consistent level of polish and leave more content to jump into from the get-go, but I'm still not entirely certain whether I'll go through with it, so have a small feature explanation in the meantime.

Roaming Pokémon actually exist in Zirconium, but the system has undergone major tweaks both to match the new boss battle system as well as be less monotonous in the way you actually get them.
  • Roaming Pokémon are significantly more bulky, requiring the efforts of two Pokémon to maintain any noticeable damage on them. With the old mechanics, that would be aggravating, but—
  • They will flee after five turns, rather than automatically running away the first chance they get. This ensures that every encounter at least lets you accomplish something, provided you don't get overwhelmed by the foe's attacks.
  • They each have smaller ranges they will stick to, and when they move areas (which is no longer guaranteed upon switching areas) they will only move to nearby routes, allowing them to be feasibly followed.
  • Upon defeating them in battle, you will be automatically given the choice to capture them. You can still do so prior to lowering their health to 0, but their higher level makes it a bit more of a challenge, and due to the aforementioned time limit, is arguably not worth the effort unless you're willing to use a Master Ball.
oV6oEy2.png

So instead of being Pokémon requiring either good luck or running in circles to even encounter, let alone catch, Roamers have been turned into essentially superbosses that you fight in bite-sized pieces, essentially tasking you to see how much damage you can do before you run out of time.

Roamers aren't the only legendaries in the game, however...
a1kAT4M.png
I honestly think you can release the game sooner because eventually if you push back the release you still need to fix the same bug so the sooner the bug found by player i think it's the better but if your team already have good beta tester i think it's reasonable for you if you want to hold until gym 4 or 5 because you can work closer with the team
 

Folk

Novice
Member
Joined
Oct 26, 2024
Posts
27
Still, still kicking.
I've been debating pushing back the release of the demo until gym 4+5 (which will both be released together no matter what) are finished just to ensure I can keep everything at a consistent level of polish and leave more content to jump into from the get-go, but I'm still not entirely certain whether I'll go through with it, so have a small feature explanation in the meantime.

Roaming Pokémon actually exist in Zirconium, but the system has undergone major tweaks both to match the new boss battle system as well as be less monotonous in the way you actually get them.
  • Roaming Pokémon are significantly more bulky, requiring the efforts of two Pokémon to maintain any noticeable damage on them. With the old mechanics, that would be aggravating, but—
  • They will flee after five turns, rather than automatically running away the first chance they get. This ensures that every encounter at least lets you accomplish something, provided you don't get overwhelmed by the foe's attacks.
  • They each have smaller ranges they will stick to, and when they move areas (which is no longer guaranteed upon switching areas) they will only move to nearby routes, allowing them to be feasibly followed.
  • Upon defeating them in battle, you will be automatically given the choice to capture them. You can still do so prior to lowering their health to 0, but their higher level makes it a bit more of a challenge, and due to the aforementioned time limit, is arguably not worth the effort unless you're willing to use a Master Ball.
oV6oEy2.png

So instead of being Pokémon requiring either good luck or running in circles to even encounter, let alone catch, Roamers have been turned into essentially superbosses that you fight in bite-sized pieces, essentially tasking you to see how much damage you can do before you run out of time.

Roamers aren't the only legendaries in the game, however...
a1kAT4M.png
Cool news, i think early release is better personally to gauge the game potential and find bug the beta tester not find not to mention get some input about area design and anything that can be improved from community opinion suggestions
 

RobsterTheLobster

Rookie
Member
Joined
Oct 27, 2024
Posts
2
Still, still kicking.
I've been debating pushing back the release of the demo until gym 4+5 (which will both be released together no matter what) are finished just to ensure I can keep everything at a consistent level of polish and leave more content to jump into from the get-go, but I'm still not entirely certain whether I'll go through with it, so have a small feature explanation in the meantime.

Roaming Pokémon actually exist in Zirconium, but the system has undergone major tweaks both to match the new boss battle system as well as be less monotonous in the way you actually get them.
  • Roaming Pokémon are significantly more bulky, requiring the efforts of two Pokémon to maintain any noticeable damage on them. With the old mechanics, that would be aggravating, but—
  • They will flee after five turns, rather than automatically running away the first chance they get. This ensures that every encounter at least lets you accomplish something, provided you don't get overwhelmed by the foe's attacks.
  • They each have smaller ranges they will stick to, and when they move areas (which is no longer guaranteed upon switching areas) they will only move to nearby routes, allowing them to be feasibly followed.
  • Upon defeating them in battle, you will be automatically given the choice to capture them. You can still do so prior to lowering their health to 0, but their higher level makes it a bit more of a challenge, and due to the aforementioned time limit, is arguably not worth the effort unless you're willing to use a Master Ball.
oV6oEy2.png

So instead of being Pokémon requiring either good luck or running in circles to even encounter, let alone catch, Roamers have been turned into essentially superbosses that you fight in bite-sized pieces, essentially tasking you to see how much damage you can do before you run out of time.

Roamers aren't the only legendaries in the game, however...
a1kAT4M.png
Consistency with polish seems to be the best way to go IMO. Take your time and all that
 

EVjock

Rookie
Member
Joined
Nov 6, 2024
Posts
1
This looks really cool! The changes to the Roaming Pokemon make them sound like a fun feature, and I like the regionals/Fakemon I've seen so far.
 

Mak

Edge Lord
Member
Joined
Apr 1, 2017
Posts
115
Still going bit by bit.
I think I definitely will, at least for now, focus on implementing a bigger chunk of the region before a proper demo release. This method should allow me to better alternate between adding new content/areas and adding optional content to preexisting areas, since part of what's been taking the game so long in the first place is that implementing all of the planned side content consecutively proved a bit more draining than I'd have liked.
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I have already implemented a sizable chunk of the new maps (events and interiors are still a WIP) even over the past month, though, on top of finishing up a few of the earlier sidequests that were giving me trouble.
I will not make any specific promises on a release date, but I will aim to release the originally planned chunk of the demo when I have more substantial progress, both to ensure I have the rest of the content filled out (meaning I won't have to work on it again later) and that there won't be so much of an egregiously long wait for the next release.
 

Inner Rhymes

Trainer
Member
Joined
Sep 1, 2021
Posts
68
This looks absolutely phenomenal, gosh, I love the tiles of choice and the concept of additional shiny variants.
 

safr

Elite Trainer
Member
Joined
Dec 6, 2021
Posts
351
Still going bit by bit.
I think I definitely will, at least for now, focus on implementing a bigger chunk of the region before a proper demo release. This method should allow me to better alternate between adding new content/areas and adding optional content to preexisting areas, since part of what's been taking the game so long in the first place is that implementing all of the planned side content consecutively proved a bit more draining than I'd have liked.
ZX97dJ2.png
wieYfEe.png
lJKevVx.png

I have already implemented a sizable chunk of the new maps (events and interiors are still a WIP) even over the past month, though, on top of finishing up a few of the earlier sidequests that were giving me trouble.
I will not make any specific promises on a release date, but I will aim to release the originally planned chunk of the demo when I have more substantial progress, both to ensure I have the rest of the content filled out (meaning I won't have to work on it again later) and that there won't be so much of an egregiously long wait for the next release.
Nice and thank you for keep updating the news about this game. I don't know when you plan to release it as you write in the news what important stay healthy. Bye and see you on next news
 
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