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A free C# XNA fan based Pokemon MMO that's powered by the custom made Valkyrie engine.
PokeCast's are PokeWorld's video casts. In this PokeCast we will go over many questions about the project and where it's currently headed as well as what we hope to accomplish.
Posted by NullSoldier on Jul 19th, 2009
Hello and welcome to PokeCast #2. I'm very excited to be developing a Pokemon MMO and I personally hope that you will all be as just as excited to check out the progress and see how far we are going over time as I am making it. I'm going to cover some things in this PokeCast, and also have an uploaded video to show you to show that the project isn't just a fake or something that isn't real. I also wanted to address our XNA intentions.
First, what exactly is PokeWorld? PokeWorld is a Pokemon MMO that brings the original games to a multiplayer environment with re-recreation of the original continents and storylinse such as Kanto, and the Johto regions. Play and revisit some of you favorite areas such as Pallet Town, Viridian City, or even visit such remote islands such as Cinnabar island. We will also eventually sport all 450+ pokemon that you are able to catch, trade, and battle with or against your friends in an entirley new engine.
PokeWorld Online is built in a custom engine that we are building from the ground up. We are developing the engine so that it can be reimplemented to build other games as well, it's an engine of course. Eventually we will release the source code to the finished engine online and let other developers try their hand at developing managed code RPG's. Ultimately I decided to start the project for one reason and it's pretty obvious. I started the project because I myself wanted to play a Pokemon MMO and it's really a ton of fun to develop games. So, why not try it? I figured even if the project didn't go anywhere it would be fun to atleast have attempted it. The funny thing is, it did go somewhere and now I've decided to share my progress with everyone.
We've been making large leaps in the engine which is what the Poke Cast #2 focuses on. I also want to carry the community with the developers through the creation of the game so we'll release media updates, technology demonstrations, and other interesting videos as we add more and more to the game. I really admire the way Overgrowth protrays themself as a community oriented game and I hope that PokeWorld Online will run in much the same way. So, I hope you'll follow us and check us out as we grow and manifest into an amazing online game.
So, some of you may be wondering how we're going to implement this on the Xbox? Well initially when I started the project in XNA I had exciting dreams of writing a cross platform game that you could play with your friends, and even play with split screen. I even designed the engine to allow multiple cameras and view ports on the same screen, it was really exciting. Unfortunately the XNA version on the Xbox does not expose any networking API's at all except the built in peer to peer functionality. While this did smash my dreams, it allows us to focus heavily around the PC version first. This doesn't mean we won't release an Xbox client, it just means It'll work a little differently. Instead of being able to play on the main PokeWorld servers, we'll release an entirley different game using the same engine that runs of of split screen support where in you can just play Pokemon with 3 of your pals and have fun. This is going to be started some time after the initial development of the original game because entirley new networking code is going to have to be designed and created. Also well have to deal with the technological limiations of the Xbox 360 which may delay it even further.
Anyway, that's all for PokeCast #2. If you didn't catch PokeCast #1 (Because we didn't post it on ModDB) you can find it on youtube here, Youtube.com