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PokéWorld Online

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Creature-catching MMO · 3D · Gigaverse3D

PokéWorld Online

(working title) — from server to world

Open-world 3D creature-catching MMO with a stylized "clay/toy" diorama world and an authoritative server: a persistent world, synchronized in real time across multiple players and validated against cheating. Creatures and lore are original IP.

203D creatures
10 HzWorld sync
3DOpen World
Godot 4.4 C# Spring Boot WebSocket PostgreSQL Redis Docker
Watch the devlog Back to projects

What the game already has

Real systems, all procedural in code.

Explorable 3D world

Multiple maps connected by portals and trails, cities, Pokémon Center, Shop and Gyms with leaders and badges.

Real-time 3D battles

Attack, special move (charges SP), dash dodge and capture with a Pokéball.

20 creatures with evolution

3D creatures with real levels, XP and evolution; their own lore and identity.

Day/night cycle and weather

Rain, fog, snow and drought, plus a day/night cycle that influence encounters.

Real-time multiplayer

Players see each other on the same map; chat, trainer profile, minimap and world map.

Authoritative server

Movement, collisions, encounters and capture validated and persisted on the server at 10 Hz. Full save/load.

The world

Stylized diorama, original-IP creatures and lore.

Scene from the PokéWorld Online 3D world

Devlog — milestones

The hard part of an MMO, up and running.

Server

Authoritative backend

Spring Boot + WebSocket, PostgreSQL (Flyway) and Redis, orchestrated with Docker. The client only renders and sends intents.

World

Diorama-style 3D open world

Diorama camera, HUD and systems, all procedural, in Godot 4.4 with C#.

Gameplay

Battles and capture

Real-time 3D combat, 20 creatures with evolution, gyms and badges.

Online

Synchronized multiplayer

World state broadcast at 10 Hz; players see each other in real time. Seasonal events and quests.

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Designed by Diogo Gomes