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Over the past year and a half, I've been brainstorming an idea for a Pokémon fan game made in the fighting game engine M.U.G.E.N./I.K.E.M.E.N. that I'm calling "Project Battle Disc" for now until I can figure out a better name for it.
Positions:
-Artists & Spriters (Character/Pokémon sprites, stages, character select screen portrait art, UI, maybe even concept art for helping design movesets and such)
-Programmers/Coders (primarily ones that know how to code in M.U.G.E.N. and Fighter Factory 3 but I won't be picky, we can learn together)
-Extra writers for help in Arcade mode intros, endings, and world building
-Basically anyone with fighting game knowledge and how to balance one + general fighter brainstorming
-Composers and Voice acting would be appreciated, but they aren't top priority with how early the development is at right now
At the moment I am the only dev with only a small and limited amount of experience in making MUGEN fighters but a massive mount of hope and ambition for this project, so the help would be greatly appreciated. All I have at the moment is a very simple code system for how the type system and assists could work, as well as this screenshot of some multi-colored Kung Fu Men.
![[PokeCommunity.com] [Misc engine] "Project Battle Disc", A Pokémon Trainer based fighting game (Recruiting) [PokeCommunity.com] [Misc engine] "Project Battle Disc", A Pokémon Trainer based fighting game (Recruiting)](https://data.pokecommunity.com/attachments/86/86230-4ec23c921f8ab0ee01c275f4523580ab.jpg)
If you wanna help me work on this project I've got way too many ideas for, the best way to contact me would be on Discord @ MrSaturn100#9710 (idk if the hashtag numbers at the end are still important but I put them in just in case)
Story:
Professor Kukui gets invited over to the Aether Paradise to assist in their newest invention; a small round disc that form a protective shield around the holder's body that can protect them from even the strongest Pokémon attacks and can even use tera shards to turn the shields into a specific type and may even give the holder of the disc different attributes depending on the type the disc uses. Kukui realizes the potential in this and, with the collaboration of Clay of Driftveil City, develops a new section of the Pokémon World Tournament that will allow trainers to fight in hand to hand combat while wearing these discs (which are now called "Battle Discs") alongside their Pokémon who can help in the fight in order to help strengthen the bonds between people and Pokémon. The one who originally thought of the idea for these discs is currently unknown though they seem to not originate from the Foundation nor any nearby region, yet managed to band several big corporate groups together (Including the Aether Foundation and even the Paldea League for easy access to tera shards) in order to make this invention happen and allow for Kukui's wild tournament idea to go through. More about who they are and what their potential motives are with these discs could be explored farther into development.
Gameplay & Features:
Project Battle Disc follows the standard M.U.G.E.N./I.K.E.M.E.N. formula; A 2D fighting game where you play as trainers from across the world of Pokémon, with each trainer representing their given type, which will be brought up in more detail later. The game has 4 modes for vs battles; Single, Simul, Turns, and Tag, with the last three allowing you to do 2-4 fighters on one team.
I would like to work on this project in I.K.E.M.E.N. rather than M.U.G.E.N. solely for all the new features that version of the engine brings compares to MU.G.E.N. such as online battles, missions, the previously mentioned Tag mode, and hopefully a story mode down the line if we feel like it, along with the normal stuff like Arcade, VS, and Watch mode. Fighter Factory 3 will also be used as it helps with making anything M.U.G.E.N. related.
The main gimmick that can stand this game on its own compared to the other Pokémon themed fighting games out there is the unique typing system based off the real thing, with its own strengths, weaknesses, and different attributes to the fighters based on what type they're representing. For example, flying types having enhanced jumping for better air combos, ghost types being allowed to become intangible during dashes, and electric types being able to slowly charge meter on their own. The type chart would be changed slightly for balancing reasons (i.e. all "No effect" type matchups will just become "Not Very Effective" matchups instead) and the main roster would only focus on single typing for now, so each fighter would have one of the normal 18 types
I would like to work on this project in I.K.E.M.E.N. rather than M.U.G.E.N. solely for all the new features that version of the engine brings compares to MU.G.E.N. such as online battles, missions, the previously mentioned Tag mode, and hopefully a story mode down the line if we feel like it, along with the normal stuff like Arcade, VS, and Watch mode. Fighter Factory 3 will also be used as it helps with making anything M.U.G.E.N. related.
The main gimmick that can stand this game on its own compared to the other Pokémon themed fighting games out there is the unique typing system based off the real thing, with its own strengths, weaknesses, and different attributes to the fighters based on what type they're representing. For example, flying types having enhanced jumping for better air combos, ghost types being allowed to become intangible during dashes, and electric types being able to slowly charge meter on their own. The type chart would be changed slightly for balancing reasons (i.e. all "No effect" type matchups will just become "Not Very Effective" matchups instead) and the main roster would only focus on single typing for now, so each fighter would have one of the normal 18 types
Trainer Roster & Pokémon Assists:
The goal is to have a roster of at least 20 trainers, with 18 of those slots going to the typed trainers while the last two being saved for "special" trainers that you'd likely have to beat at the end of an Arcade mode run in order to unlock and play normally.
Currently, the idea is to limit the roster to have each type be represented by trainers that specifically prioritize those types from the mainline games instead of bringing in main characters/most champions/villains right away. If we plan to bring in non-type specific trainers later on, we will designate them to a specific type that would fit them. Additionally, to keep the roster as even in region/gen representation as possible, we can limit each region to have at most two trainers on the beginning roster, as having 18 types split between 9 different regions makes sense in my mind.
Below is the current selection of trainers we can choose from when building the initial roster (selections are all based on Bulbapedia's "Notable Trainers" sections in the pages for each type)
![[PokeCommunity.com] [Misc engine] "Project Battle Disc", A Pokémon Trainer based fighting game (Recruiting) [PokeCommunity.com] [Misc engine] "Project Battle Disc", A Pokémon Trainer based fighting game (Recruiting)](https://data.pokecommunity.com/attachments/86/86229-931727cbf5e185e935dc333934b2b8e2.jpg)
All trainers will also bring up to 3-6 Pokémon with them to use as assists and supers, which will be the main source of type advantages. Pokémon assists will be turned off for Simul battles however, as to give the mode almost "double battle" rules to it and not feel too chaotic (or at least more chaotic than it already is)
The Pokémon each trainer uses would be determined based on a mix of what Pokémon they actually use in their main game battles, evolutions of those Pokémon, and other Pokémon of that type and from their respective region/gen if they don't have enough to fill out their team normally.
Let's take Brock for example:
Brock could have Pokémon like Geodude, Rhyhorn, and Omastar as assists and then have Kabutops, Aerodactyl, and Onix as Supers.
Additionally, if two trainers have the same Pokémon, then they could use a different move for both trainers. For example; if both Wattson and Lt. Surge have a Voltorb on their team, then Wattson could have it use Rollout while Surge could have it use explosion.
Currently, the idea is to limit the roster to have each type be represented by trainers that specifically prioritize those types from the mainline games instead of bringing in main characters/most champions/villains right away. If we plan to bring in non-type specific trainers later on, we will designate them to a specific type that would fit them. Additionally, to keep the roster as even in region/gen representation as possible, we can limit each region to have at most two trainers on the beginning roster, as having 18 types split between 9 different regions makes sense in my mind.
Below is the current selection of trainers we can choose from when building the initial roster (selections are all based on Bulbapedia's "Notable Trainers" sections in the pages for each type)
![[PokeCommunity.com] [Misc engine] "Project Battle Disc", A Pokémon Trainer based fighting game (Recruiting) [PokeCommunity.com] [Misc engine] "Project Battle Disc", A Pokémon Trainer based fighting game (Recruiting)](https://data.pokecommunity.com/attachments/86/86229-931727cbf5e185e935dc333934b2b8e2.jpg)
All trainers will also bring up to 3-6 Pokémon with them to use as assists and supers, which will be the main source of type advantages. Pokémon assists will be turned off for Simul battles however, as to give the mode almost "double battle" rules to it and not feel too chaotic (or at least more chaotic than it already is)
The Pokémon each trainer uses would be determined based on a mix of what Pokémon they actually use in their main game battles, evolutions of those Pokémon, and other Pokémon of that type and from their respective region/gen if they don't have enough to fill out their team normally.
Let's take Brock for example:
Brock could have Pokémon like Geodude, Rhyhorn, and Omastar as assists and then have Kabutops, Aerodactyl, and Onix as Supers.
Additionally, if two trainers have the same Pokémon, then they could use a different move for both trainers. For example; if both Wattson and Lt. Surge have a Voltorb on their team, then Wattson could have it use Rollout while Surge could have it use explosion.
Positions:
-Artists & Spriters (Character/Pokémon sprites, stages, character select screen portrait art, UI, maybe even concept art for helping design movesets and such)
-Programmers/Coders (primarily ones that know how to code in M.U.G.E.N. and Fighter Factory 3 but I won't be picky, we can learn together)
-Extra writers for help in Arcade mode intros, endings, and world building
-Basically anyone with fighting game knowledge and how to balance one + general fighter brainstorming
-Composers and Voice acting would be appreciated, but they aren't top priority with how early the development is at right now
At the moment I am the only dev with only a small and limited amount of experience in making MUGEN fighters but a massive mount of hope and ambition for this project, so the help would be greatly appreciated. All I have at the moment is a very simple code system for how the type system and assists could work, as well as this screenshot of some multi-colored Kung Fu Men.
![[PokeCommunity.com] [Misc engine] "Project Battle Disc", A Pokémon Trainer based fighting game (Recruiting) [PokeCommunity.com] [Misc engine] "Project Battle Disc", A Pokémon Trainer based fighting game (Recruiting)](https://data.pokecommunity.com/attachments/86/86230-4ec23c921f8ab0ee01c275f4523580ab.jpg)
If you wanna help me work on this project I've got way too many ideas for, the best way to contact me would be on Discord @ MrSaturn100#9710 (idk if the hashtag numbers at the end are still important but I put them in just in case)