Congratulations, you’ve reached the final post on this project. We’ve come a long way and added a ton of features. In this lesson I will just add a bit of polish, and then round it out by adding some challenges for you to try on your own.
Audio can make a huge impact on the immersion you feel with a game. In some cases the right music and sound fx can get you excited even when there is nothing visual or interactive to influence you in the same way. Since a goal of this project is to make it feel very complete, we will need to add this important feature.
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.
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.
If you’ve been playing the game much since the previous lesson, you may have encountered a few Pokemon that you really wanted to capture. In this game, I decided to make capturing a Pokemon harder than simply throwing a Pokeball at it. You actually have to fight with the wild Pokemon to weaken it before you can capture it. Implementing combat completely is pretty involved, so in this lesson we will just do some setup work by creating a few models, factories and systems we will want to use to complete a capture battle.
Now that we can move around the board, we should start adding the activities related to that journey. The first thing I want to include is the random encounter. This is where a player encounters a wild Pokemon, which can be potentially captured and used as an ally. In this first part, we will simply handle the systems necessary for spawning them and displaying a new screen when they appear.
It’s a little funny that we’ve come so far into a series on making a board game and still haven’t even looked at the game board. In this lesson we will fix that. In addition, we’ll make some pawns, and actually implement the ability to “roll” and move your pawn around the board on your turn.