pokevr

byCirius

I'd like to create a playable VR version of Pokemon Red, Green, Blue, and Yellow; and Gold, Silver, and Crystal. There should be two modes: - First-person: Freely move around in first-person around the game world. Integrated with 6DoF motion controls which can be implemented later. - Diorama: A diorama-like display of the game world which you can look down on, move around and look at from other angles, or even move/rotate/scale the game world diorama in 3D space. Plays like normal Pokemon does with directional inputs, A/B, etc. I have ROMs for all of the games. There should be ZERO copyrighted assets included as part of the distributable package; the user must supply the ROMs themselves.

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System Requirements

System Requirement Document
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System Requirements Document for pokevr

1. Introduction

The pokevr project aims to create a playable VR version of the classic Pokemon games: Red, Green, Blue, Yellow, Gold, Silver, and Crystal. The product is designed for players who wish to experience these games in a virtual reality environment with two distinct modes: a first-person mode and a diorama mode. The product will not include any copyrighted assets, and users must supply their own ROMs.

2. System Overview

pokevr provides a VR experience for classic Pokemon games, allowing players to explore the game world in two modes: first-person and diorama. The system ensures compliance with copyright laws by requiring users to supply their own ROMs. The product is designed for a single player, referred to as the "Player," who interacts with the game through a VR headset.

2a. Product Interpretation and Delivery Boundary

The pokevr system is delivered as a VR application that supports Pokemon Red, Green, Blue, Yellow, Gold, Silver, and Crystal. It includes no copyrighted assets, requiring users to supply their own ROMs. The application features two modes: a first-person mode for immersive exploration and a diorama mode for a toy-like, manipulable view of the game world. The application is designed to be playful and engaging, following the creative direction inspired by Bruno Simon's immersive gaming environments.

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2b. Source Content Inventory

Not applicable as no content source directive was provided.

2c. Page Content and Component Coverage

Landing

  • Information/State: Introduction to pokevr, supported games, play modes, and ROM requirements.
  • Primary Actions: Navigate to Game Setup.
  • Components: Textual introduction, navigation button.

Game Setup

  • Information/State: ROM selection interface.
  • Primary Actions: Select or provide a ROM from the user's collection.
  • Components: File selection dialog, confirmation button.

Mode Select

  • Information/State: Display of available play modes.
  • Primary Actions: Choose between first-person and diorama modes.
  • Components: Mode selection buttons, brief descriptions of each mode.

First-Person

  • Information/State: Active game world in first-person view.
  • Primary Actions: Navigate the game world, interact with objects.
  • Components: VR navigation controls, interaction prompts.
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Diorama

  • Information/State: Game world displayed as a 3D diorama.
  • Primary Actions: Manipulate the diorama (move, rotate, scale), play the game using traditional controls.
  • Components: Diorama manipulation controls, game control interface.

3. Functional Requirements

  • As a Player, I should be able to supply my own ROMs to play the supported Pokemon games. (explicit)
  • As a Player, I should be able to select a game from my supplied ROMs before choosing a play mode. (required_inference)
  • As a Player, I should be able to choose between first-person and diorama modes after selecting a game. (explicit)
  • As a Player, I should be able to freely move around the game world in first-person mode. (explicit)
  • As a Player, I should be able to manipulate the game world as a diorama, including moving, rotating, and scaling it in 3D space. (explicit)
  • As a Player, I should be able to play the game using traditional controls in diorama mode. (explicit)
  • As a Player, I should not find any copyrighted assets included in the distributable package. (explicit)
  • As a Player, I should be able to switch between first-person and diorama modes during gameplay. (explicit)

4. User Personas

  • Player: The individual who supplies their own ROMs, selects a supported game, and plays it in either first-person or diorama mode.

5. Core User Flows

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Player Flow

  1. Landing Page: The Player is introduced to pokevr, learns about the supported games, play modes, and the requirement to supply their own ROMs.
  2. Game Setup: The Player selects or provides a ROM from their collection.
  3. Mode Select: The Player chooses between first-person and diorama modes.
  4. First-Person Mode: The Player navigates the game world in first-person view.
  5. Diorama Mode: The Player manipulates the diorama and plays the game using traditional controls.
  6. Mode Switching: The Player can switch between first-person and diorama modes during gameplay.

6. Visuals Colors and Theme

  • Muse: Bruno Simon
  • Palette (light mode):
    • Background: #F3F4F6
    • Surface: #FFFFFF
    • Text: #1F2937
    • Primary: #10B981
    • Accent: #F59E0B
    • Muted: #D1D5DB
  • Typography:
    • Headings: Fredoka — Bold
    • Body: Nunito
    • Scale: 1.414 modular, 64/45/32/22/16
  • Shape Language: Soft, rounded forms with toy-like simplicity.
  • Layout: 3D scene-based layout with floating labels and minimal HUD.
  • Motion: Joyful, physics-driven interactions with bouncy easing and camera follows.
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7. Signature Design Concept

The public entry features a 3D diorama of a familiar Pokemon world, prominently displayed in the viewport. Users can manipulate and explore the game world with interactive camera angles and playful color contrasts, creating an engaging and joyful experience.

8. Interaction Model & Motion Direction

  • Interaction Model: Animated
  • Motion Tempo: Cinematic
  • Hero Dimensionality: webgl
  • Landing Hero Motion Brief: The focal subject is a 3D diorama of a Pokemon world. Users can interact with the diorama using physics-driven controls, allowing for immersive exploration. The motion vocabulary includes bouncy easing and camera follows, with a composed first frame that highlights the playful, toy-like aesthetic. A reduced-motion state is available for accessibility.

9. Non-Functional Requirements

  • The system must not include any copyrighted assets in the distributable package. (explicit)
  • The system must support VR headsets for an immersive experience. (required_inference)

10. Tech Stack

  • VR Development: Unity or Unreal Engine for VR capabilities
  • 3D Graphics: WebGL/R3F for real-time rendering
  • Controls: Custom VR input handling for first-person and diorama modes
  • Platform: Compatible with major VR headsets (Oculus, HTC Vive, etc.)
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11. Assumptions and Constraints

  • Users will supply their own ROMs for the supported Pokemon games.
  • The system will not include any copyrighted assets in the distributable package.
  • The product is designed for a single-player experience.

12. Glossary

  • ROM: Read-Only Memory, a file containing a copy of the data from a read-only memory chip, often used for video game emulation.
  • 6DoF: Six Degrees of Freedom, referring to the freedom of movement of a rigid body in three-dimensional space.
  • VR: Virtual Reality, a simulated experience that can be similar to or completely different from the real world.

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Completed design pages will appear here when they are ready to preview.

Landing: View introduction
Game Setup: Select ROM
Mode Select: Choose play mode
First-Person: 1. Navigate game world
Diorama: 2. Manipulate diorama
Diorama: 3. Play with controls
Mode Select: 4. Switch play mode

No completed page designs yet.

Completed design pages will appear here when they are ready to preview.

Landing: View introduction
Game Setup: Select ROM
Mode Select: Choose play mode
First-Person: 1. Navigate game world
Diorama: 2. Manipulate diorama
Diorama: 3. Play with controls
Mode Select: 4. Switch play mode