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.
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.

Devlog — milestones
The hard part of an MMO, up and running.
Authoritative backend
Spring Boot + WebSocket, PostgreSQL (Flyway) and Redis, orchestrated with Docker. The client only renders and sends intents.
Diorama-style 3D open world
Diorama camera, HUD and systems, all procedural, in Godot 4.4 with C#.
Battles and capture
Real-time 3D combat, 20 creatures with evolution, gyms and badges.
Synchronized multiplayer
World state broadcast at 10 Hz; players see each other in real time. Seasonal events and quests.