We are nearly feature complete with this project. There is enough in place that we can complete the entire game flow now. This means we will actually add the “game over” state, and declare a winner. We will also add the necessary functionality to save and load a game so you can come back to it later.
In this lesson we will finish implementing gym battles. This flow is a little different than the capture battle flow and contains its own new set of related states and view controllers for us to finish. Once we finish this step, a player will finally be able to earn badges, which will eventually be used to determine the winner of our game.
You can catch, train, and manage a solid team of Pokemon, yet asside from the joy of the journey itself we are still lacking any real goal for the game. Much like the cartoon, the goal here is to earn gym badges. The first player to defeat all four gyms is the winner! In this lesson we will lay the ground work for this by creating and updating the models, factories, and systems necessary to support it.
I’ve been asked repeatedly about Patreon and have been encouraged to move my blog to my own site so I could try and make money thru advertising etc. Thank you! It means a lot that you would show your gratitude by concern for me! So I’ve decided to give it a try, and I want some feed back from you on a few things.
Our game supports combat now, but with no way to restore lost hitpoints (outside of cheating in the inspector panel) you wont be able to fight for long. We need some ways to manage our team including healing them, training them and even evolving them. We will implement several new systems and screens to handle all of this.
With our battle setup complete, now it is time to implement it with various states and display it on various screens. In this lesson we will finish implementing the first type of battle that our game will support – the capture battle. If you are successful, then you will be able to capture the wild Pokemon you encounter and add it to your team.