Work in Progress [Unity Engine] Pokémon Lets Go Unity

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



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.



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











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.





Some more screenshots





















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.



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:

Mr. Gela

Discord: theo#7722
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Jul 19, 2015
Posts
214
Any progress in ambient occlusion and other filter/effects? In my honest opinion they make the game look too glossy or over-developed and not fitting the original graphic artstyle much, despite the incredible work you've laid already. I hope they're at least an option inside the game to make it look more faithful.
 

Manurocker95

Novice
Member
Joined
Feb 9, 2020
Posts
43
Any progress in ambient occlusion and other filter/effects? In my honest opinion they make the game look too glossy or over-developed and not fitting the original graphic artstyle much, despite the incredible work you've laid already. I hope they're at least an option inside the game to make it look more faithful.
The post processing I use is more saturated than the original (which is not directly related to ambient occlusion) and no, there won't be options to configure the post-processing for now.
 

liquidwhale

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Nov 9, 2020
Posts
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This project looks incredible! Do you think you will ever release the source code or a framework that would allow others to make a similar project? I would love to make a pokemon style game but I am quite new to unity. I would love to see your code to help me get started!
 

Manurocker95

Novice
Member
Joined
Feb 9, 2020
Posts
43
This project looks incredible! Do you think you will ever release the source code or a framework that would allow others to make a similar project? I would love to make a pokemon style game but I am quite new to unity. I would love to see your code to help me get started!
Thanks man! Nope, I won’t. Basically because some stuff rely on paid assets that can’t be shared like Amplify Shader Editor, Odin Inspector or A Star Pathfinding Project Pro.
 

OMGen

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Really looks amazing.

I was looking for for originality in fangames lately, more storywise tbh, but this project looks immersive and well gen 1 is all my childhood so I cannot resist this temptation....
Until I see that there is no available demo :D

I hope all goes well for dev part and demo can be up before Xmas, would be an awesome gift itself ngl^^

Looking forward to playing it, good luck with work !
 

Ayush tomar

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Posts
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Thank you for your efforts to make this game I really happy for the launch date I really want to play this game in android bec my pc can't support this game so I just waiting for your game from 1 year hope u will launch it soon thank you very much ☺️
 

Ayush tomar

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Bro can u tell me about the release date pls I am getting very excited for this pls if u were free pls message me I am waiting for it hope game release soon☺️
 

MisælDemetrio

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Estou muito ansioso pra jogar a demo, vc tem alguma data pra lançar uma demo pra Android? E onde poderíamos baixar?
 
Last edited:

Lucario op

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Dec 18, 2020
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Hi! I'm here to present the project I am making with a friend: Pokémon Lets Go Unity



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.



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











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.





Some more screenshots





















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.



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

Hi! I'm here to present the project I am making with a friend: Pokémon Lets Go Unity



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.



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











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.





Some more screenshots





















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.



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
Bro will this game free
 
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