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HOW TO MAKE A POKÉMON FAN-GAME?

Greetings,

I think everyone had the idea of creating their own Pokémon game. When you have an idea, you start to think about how you could do it perfectly, or you just developed the details of a fantasy game. But what makes a fan-game so successful, and what are the methods to create your own game? That's why I created this tutorial. I have some experiences in game making, so I wanted to share my general and specific knowledge about it.

I. PLANNING

1. THE MECHANISM

The planning is the most important part of creating a (fan-)game. First of all, you need to decide what kind of game do you want. In case of a Pokémon ROM hack, or a totally new project, you can go with a totally new genre, or stay in the basics and modifying the details. However, you need at least one good idea which is totally different from the usual games. The biggest problem with most hacks or games is that they are doing nothing but adding Fakemons or changing the skins and that's all. Don't get me wrong, Fakemons are really good and I'll talk about them later, but only them won't make the people to play the game. You need one thing which is different. In other words: you need to something which makes people to play your game instead of any official games.

For example, Pokémon Island, a RPXP (RPG Maker XP) fan game had the idea to remove the usual 8 gym and league structure, and the whole game is about challenging people with a new stadium system. It's a refreshing move, and it cannot be find anywhere else. That's a good method to refresh the old concept but also keeping the core of the franchise. It's nothing hurting, but gives the game a more opened feeling, as it's optional when and how you participate in the stadium.

More new ideas are always welcomed, but don't do any radical. Making it to a platformer with Pikachu in the main role won't make you successful, as there is no reason in this case why you should use the name "Pokémon" except getting more attention. Keep your game in the Pokémon franchise, but with your own ideas.

Customization is always a welcomed feature, doesn't matter if it's only choosing or creating your character, or even doing different choices in the storyline, or creating a feature never seen before (like running your own Gym!)

2. THE WORLD

First of all, you need to decide if you're creating your own region (or even world), or using previously existing places. The latter can be a good idea to continue a story, retconing it (altering some events in the continuity) or even rebooting it (discarding all continuity in order to recreate it from the beginning). It all depends on the main mechanism of the game you create.

When you design a new region, it's really important to connect the places somehow. If you want to create totally different areas with drastically different elements (like weathers), don't connect the opposites next to each other. The best way to separate them is placing them in the two end of the "world", or even better, creating them as islands. If you're using only one element, it can be a better choice, however, never forget to add some variety to the places. Even thought the theme is the same, you can vary them a bit.

For example, if you build a game built on the color green and the environment is filled with forests and trees (even the towns), play with the weather, the building styles, water, and so on.

Of course, it can also be a good idea if you create only a few areas, but they are as big as more areas in an official game. And don't be afraid to draw your ideas, even if you cannot draw.

3. THE CREATURES

Now you have the world, it's time to fill them with creatures! It's highly recommended to add some Fakemon, as they make your game more unique. Even thought some people says that it's making the game worse, in fact, it isn't. It's another good method to make your game different from the official games, and with them, you can persuade people playing your game. However, you need to design them well, and that's where planning is important. Make them match with your region, make them fit with the Pokémon you're using.

For example, Generation I is about genetics. The starters are all based on reptiles and/or dinosaurs (Bulbasaur is also a Dinosaur/Plant hybrid), Mew and Mewtwo is reflecting cloning (while Mew itself has the DNA of all Pokémon), Eevee representing DNA modification, and the fossils/extincting Pokémon are resurrected by scientific experiments. Generation II is about folklore and mythology.

Choosing from the Pokémon generations can help you the designing of Fakemon easier. Obviously you can select specific Pokémon you want to use instead of using generations.

One other thing: keep the designs as simple as possible. Complicated designs can be good, but after a while it's just become "over the top". Mild colors are always better than harsh ones.

4. THE STORY

Obviously, you will need a story and characters for it. Don't make it over the top, but it's always good if you try to ignore the clichés. Create characters which are unique in the universe.

For example, drop the 10 years old thing and start with an ex-Gym Leader who was abandoned from the gym at the moment you start the game. Without any Pokémon, you need to start the things all over again, and your own son/daughter (who will be your "rival", but also a 2v2 partner) also started the adventure. You have no Pokémon left, but you remember that you had a fossil and you're visiting your childhood friend, the professor of the region. He says that the fossil is in an excellent condition, so you are able to choose from three different incarnations with three different elements, and even the drawback of the operation won't be included in the resurrected Pokémon (the Rock-Type). The journey this time is not about fighting the ultimate evil team, but a great adventure with your child who you never seen for a long time and a reunion between father/mother and son/daughter.

See? You don't need any complicated story, just some new ideas to add. Removing or adding only one element can make a huge difference.

II. MAKING

1. MAPPING

Mapping is modifying already existing maps in a game, or creating totally new ones. Some people say that mapping is the easiest part of making a Pokémon game. However, it's not that easy. It doesn't matter if you're using a hacker tool or a game maker tool, you need creativity for mapping. It must be real, not just a slightly modified alteration of the game. Never forget that you create a totally new game (even thought based on a previous game), not a modification of a game. Also, you need to design the map as much as possible, as you're going to make one huge world connected, not separated places (except if you're creating islands).

Try to create simple maps which are also nice to check out. Fill it with details (in the terrains, add plants and trees; in the houses, add furnitures and items), make it living, do it just like you'd like to see in real life. Add as much Non-Playable Characters as possible, but don't make these NPCs making the map unreachable. Visual elements are important, but the pure gameplay is the most important.

For hacking, I suggest Advance Map, since it's the easiest tool for mapping, and it also has the most features. Game maker softwares are basically including this feature. However, for the latter, you will need tilesets (a set of small images called as tiles) based on the Pokémon game, but fortunately, they are already made for these softwares. If you want to include your own design even in maps, you can add or create your own tilesets for both variants.

2. SCRIPTING

Programming is the real way to create your own game, even if it's hacking a ROM or using a game maker software. Scripting gives you the ability to modify the engine (the base core) of the game, adding new features never seen before, and creating your own ideas. It has different variations, thought: a simple text or calling event can be also scripted, but whole gameplay features and systems are also added by scripts. It can be hard at first, but fortunately, there are lots of tutorials and basic scripts helping you in creating your own game.

For hacking, XSE (eXtreme Script Editor), as it's simple and has everything you need for scripting. Most game makers including the scripting function, but they vary in the possibilities of how much you can rewrite the base core of the game, and they are different in game languages too. Fortunately, you can find YouTube tutorials and documentaries about all these different scripting languages.

If you're going to make a Pokémon fan game, and you have no, or only a little experience in game making, I suggest RPG Maker XP for making your game. The reason is the available Pokémon Essential toolkit, which contains graphics, tilesets, but most importantly: new scripts including the gameplay features and mechanism of the the original Pokémon games. Its editor is also user-friendly, but of course you are feel free to use any other methods. RPG Maker VX Ace can be also a really good choice, especially if you're going to make a lots of changes in the basics, but it's also harder a bit. In other words: VX Ace has more options, but also a bit harder.

3. SPRITING

Spriting is creating new graphics for the game. Sprites are 2D graphics, and every character, including Pokémon or trainer, overworld or in-game/battle characters, are all based on sprites. Modifying them, or creating your own sprites gives your game variety, a new appearance, and can make it more unique. It's a must if you're going to include your own Fakemon, doesn't matter if you're hacking or creating your game. It also has the possibility to modify small details in a character.

It's the same for both hacking and game making: to make the sprite itself, you need a paint tool (MS Paint, GimP, of Adobe Photoshop), while to import it, you need Unlz-Gba for hacks. Game makers has this feature.

4. MUSIC

Of course, to make the game totally unique, you can add your own music too. Both hacks and game makers support the import of the music, however, creating a custom soundtrack for the game is sometimes the least seen feature of a custom game, and for a reason. However, you can try out making music by Reason, Cubase, or FL Studios.

III. SHARING (AND CLOSING)

Maybe this is the hardest part after you made your game. However, as it's a fan game based on a franchise, it's easier. Just find a community with Pokémon fans, and post there your ideas or the results. But if you're going to make your new IP, a totally new game, it will be a bit harder task.

All in all, I hope I could help you by some tips, but if you have any questions, feel free to ask me bravely!

Thank you for reading this tutorial, I hope I could help making your dream become reality!
 
IV. RESOURCES

In this post, I'll collect the useful resources for any game makers. Don't forget to credit the resources if you're using it. In most cases, it's illegal to use these resources without credits, even if it's free.

Even thought these sites are allowing non-commercial uses, always check the artist's profile for their licenses, so you will know if you're allowed to use their works for your project or not! In other words, individual music may vary from the general rules of the sites.

1. GRAPHICS

The Spriters Resource
HasGraphics
Sprite Database
OpenGameArt
Reiner's Tilesets
Lostgarden
CLOSET (RPG MAKER ONLY!!!)*

*The site is in Japanese, but it's easy to navigate because it's highly an image-based site.

2. MUSIC

Kevin Macleod's Royalty Free Music
Free Music Archive
Newgrounds
Sampleswap
Jewelbeat
ccMixter
Indie Game Music
Mod Archive
iBeat

3. UNIVERSAL

Charas Project
YoYo Games
 
HOW TO MAKE A CUSTOMIZABLE CARD GAME?
As I did in my previous tutorial, I'm gonna help you with a trick or two in how to make your own Customizable Card Game (CCG). This time, I won't talk about the scripting (digital card game) and distributing (real-life card game), as I'm only concentrating on a theoretical part of the game, the design and concept.

I. "PREPARE TO BE FAILED"​
Before you start anything, you have to find out the basics of the game. Why do you want to create a completely new game? Are you not satisfied with what the current games can give you? Do you want to create a game based on your favourite franchise or your own story?

It is okay to play your own game with your friends, but it is always a better option to pick up an already existing game, and even if you don't like it, you can play alternative formats, or just create your own rules and expansions for it. Or you can always pick up a dead game.

Before we start anything, I have to warn you that creating a card game, even if it is available free of charge for anyone, is not easy. It can fail in several points, and here I will tell you a few examples why and how some of the great franchises and good games with unique ideas actually failed.

1. Marketing​
This is the first thing you have to keep in mind when you create your own game. It doesn't matter how good or unique your game is, if people don't know about them. Several good games, like Kaijudo (and the original Duel Masters too) failed because their original distributor didn't spent enough time in the marketing of the game, or they had a bad marketing and targeted audience for the game itself. If you want it to be played by others, and not only your friends, you have to promote it as much as you can, and offer something new which big games couldn't.

2. Design​
This is a rare case, but sometimes design can cause the fail of your game. There are some examples how bad design can ruin a game. First, when the research and developement (R&D) team don't have a plan of their game to be a huge success (or huge failure), and they don't know what to do with the new situation. The other example can be the lack of planning: they have a great base set, however, they don't know how to expand it with new ideas, thus the game begins to fall apart, as players starts to lose their enthusiasm and the game becomes... boring.

Other example can be an overpowered set: you can run your game for 1 or 2 years with a huge success, then you create an exteremly broken set or new ruling which will make your players run away.

The worst case is obviosuly the fact that the core of gameplay is broken, or over the top, too complicated, and so on. The best case for that is Star Wars CCG: You could do anything you want in that game, however, it was really long and too hard to learn for casual players - but as soon as you learnt it, it was enjoyable.

Remember: there is a reason why some elements didn't change by the time: even thought there is always room for improvement, don't try to add new elements just to be different.

3. Distribution

I've already talked about this in the marketing section, however, there are two things that people usually forget when they are working on a card game.

- Distribution is the key: Kaijudo surely failed of two reasons: one is the marketing based on the bad cartoon, and the other is the lack of distribution outside the US. Europe has much more space in Trading Cards as people'd expect, as only a few game exists here officially. Depending on EU can be a key in your survive.
- Trading Card Game model is out of date: That's right, the collectible model of the game is not always working, especially nowadays. Most players are casual, which means they only want to enjoy it as a hobby, to play it just for fun, and to collect the cards. Unlike competitors, they don't want to spend too much money on it, but want to have as huge cardpool as possible. Distribution models which offers booster packs can be dangerous, it is a better option to offer decks as expansions, which contain all cards in that set.

II. "LET'S START"​

Now that you know some of the major failures of the genre, let's start the work.

1. The Core

You have to decide the cores of your game. Here you can find some points, which you can use as a template in creating your own game.

The Universe
Before you start, you have to decide which universe shall the game take place in. It can be an already existing universe (if it is just for fun), or can be a totally new world. Keep in mind that generic fantasy is a bit overused now, so try to be creative when you create your own world. Lore is an important part of the game.

The Name
You should have a creative, catchy name for your game which will sound exotic, but easy enough to be remembered. "Sassafpasfoapsgag" is exotic, but god bless the man who can even pronounce it. "Philo Stone", however, sounds exciting and short enough to be remembered

The Conflict
Having the universe is not enough. You have to create a conflict, which will be the main part of the game. For example, in Magic: The Gathering, two planeswalkers are fighting each other in a duel. In the aforementioned "Philo Stone", the game could be about "philosophing" and dispute between two philosophers. Keep the conflict in mind, as you have to create the cards based on it.

The Basic Rules
When you have the core concepts, you have to adapt it to your concept. "Philo Stone" obviously should have "Theory" and "Philosopher" cards, and should involve "Logic Points", as when you win an arguement, you get a point, and to win, you have to reach a random amount of points.

The "colors" and "clans"
This is one interesting aspect of customizable card games, as to have different decks, you have to add some different traits. In our example "Philo Stone", you have so much options for that: you can only use Ancient Greek philosophy, but you can even add other ages later in the form of expansions. Obviously, you can't use colors in this case, but you can add "schools" and "disciplines". "Neoplatonism", "Eclecticism" and "Cynicism" can work, but you can also try to add the eras as keywords too. There are so many options that it's only up to you how you use these features.

The "deck balance"
This is really important. You have to limit the cards in some way so the players won't be able to create broken decks just by using the strongest cards. Here're some ways how to do that:
- Resource limit: You can use any kind of cards, but they all require specific resources, and to use all these cards, you have to add all these resources too. This is the same thing as Magic's mana system.
- "Clan" limit: You can only use the monsters/creatures/people of 1 (or 2) clan/faction/school.
- "Color" limit: A variation of "clan" limit, but usually based on a bigger category.
- Synergy limit: You can use any cards in the same deck, but they simply won't work, as most cards only support their own type.
- Penalty limit: You can use any cards in the same deck, but you gain some kind of penalty (like the limitation of your resources)

III. "TO BE CONCLUDED..."​

That's all for today, I'll soon continue my series with card and deck designs, and I will even add some more concrete examples to help you in creating your own game.

Stay tuned!
 
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