OpenMon Documentation

website·Indexed 29 days ago

https://openmon.io/

Documentation for the Monster Capture Engine (MCE), a framework for building monster-collecting games and MMORPGs. Includes guides on the DialogManager, MenuSelector, save system architecture, and SDK interfaces such as IPlayerData, IMonsterDatabase, and ISaveSystem.

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What's inside OpenMon

  1. Overview of OpenMon Online Tier Services

    The OpenMon Online tier provides a complete multiplayer backend powered by Nakama. It includes 20 integrated services to support a monster-capture MMO, including:

    • Authentication: Email, device, and social logins (Google, Apple, Discord).
    • World Sync: Real-time player positions and shared overworld.
    • PvP Battles: Matchmaking with ELO ratings, ranked/casual modes, and spectating.
    • Trading: Server-validated peer-to-peer monster and item trading.
    • Social & Guilds: Friends lists, blocking, guild management with ranks and permissions.
    • Chat: Global, local, guild, and whisper channels.
    • Economy: Server-authoritative currency and a marketplace with buy/sell orders.
    • Persistence: Server-side storage for player data, monsters, and inventory.
    • Other: Cloud saves, Leaderboards, Live Events, Anti-Cheat, Analytics, Notifications, and a web-based Admin Panel.
  2. Overview of Zenject Dependency Injection in MCE

    MCE utilizes Zenject (via the Extenject fork) to decouple modular systems such as battles, monsters, saves, audio, and UI. The engine leverages several key Zenject features: constructor injection for MonoBehaviours (using [Inject] on Construct()), ScriptableObject-based installers for Inspector-based configuration, the Factory pattern for prefab instantiation, and scoped containers to separate global systems (ProjectContext) from per-scene systems (SceneContext).
  3. Overview of MCE Online and Nakama

    MCE Online adds a full MMORPG layer to the Monster Capture Engine using Nakama as the backend. Nakama is an open-source game server providing user authentication (email, device, SSO), real-time multiplayer via WebSockets, server-authoritative game logic (RPCs), ELO-based matchmaking, leaderboards, achievements, live events, cloud storage, chat, friends, and guilds. MCE Online wraps Nakama with 18 specialized services tailored for the monster capture genre.
  4. Overview of Monster Capture Engine (MCE) capabilities

    Monster Capture Engine (MCE) is a production-ready Unity engine designed for monster-catching RPGs. It provides a comprehensive foundation for building single-player RPGs with tile-based worlds, MMORPGs (via the Online add-on), fan games (via Essentials importer), and hybrid genre games.

    Key built-in features include:

    • Monsters & Evolution: 151+ species, custom species, breeding, egg hatching, and 30+ evolution types (level, item, trade, friendship, etc.).
    • Combat System: Turn-based system with 15+ modular components, Gen V+ damage formulas, and 668+ moves (Physical/Special/Status).
    • Battle AI: Pluggable strategy patterns including Random, Effective, and ML-Agents based AI.
    • World & Encounters: Tile-based grid movement, map transitions, and customizable encounter tables tied to terrain (grass, water, caves) and time of day.
    • Scripting & Quests: Visual scripting via CommandGraph for NPCs (dialogues, shops, quests) and a quest system with 11 goal types and 6 reward types.
    • Technical Systems: JSON serialization for saves, UGUI-based interface (HUD, Pokedex, Inventory), multi-language localization, and URP shaders with time-of-day lighting.
    • Developer Access: A clean public API (IMonsterCaptureEngine) for DLL-level users.
  5. Overview of Nakama in MCE Online

    MCE Online uses Nakama 18 as its backend to provide an MMORPG layer for the Monster Capture Engine. Nakama provides essential multiplayer services including user authentication (email, device, SSO), real-time multiplayer via WebSockets, server-authoritative game logic (RPC), ELO-based matchmaking, leaderboards, achievements, live events, cloud saves, and social features (chat, friends, guilds).
  6. Overview of Monster Capture Engine (MCE) Core Features

    MCE provides a comprehensive foundation for creating monster capture games. Key built-in systems include:

    • Turn-Based Battle System: A modular system with 15+ components, featuring 668+ moves, type effectiveness, status ailments, abilities, items, capture mechanics, and pluggable AI.
    • Monster Roster: Includes 151+ original monsters with stats, types, abilities, evolution chains, and sprites. New species can be created using the Monster Creator wizard.
    • Grid-Based World: A tile-based movement system built on Unity Tilemap, supporting collisions, encounters, bridges, waterfalls, ledges, and seamless map transitions.
    • Visual Event Scripting: The 'CommandGraph' node-based editor allows creation of NPC events, dialogues, shops, quests, and cutscenes without writing code.
    • Online MMORPG Layer: An optional Nakama-powered addon for real-time multiplayer, supporting PvP battles, trading, guilds, housing, economy, leaderboards, and anti-cheat (18 deployable services).
    • AI Art Generation: Integration with PixelLab, Nano Banana 2, and OpenAI to generate monster sprites, overworld characters, and tilesets directly within the Unity editor.
  7. Overview of OpenMon Engine Capabilities

    OpenMon is a framework for creating monster-collecting games. It provides the core technical infrastructure, allowing developers to focus on creative assets and game design.

    Developer Responsibilities:

    • Monster designs and art
    • World design and maps
    • Story and dialog
    • Music and sound effects
    • Game balance decisions
    • Marketing and launch

    OpenMon Provided Systems:

    • Monster data system (species, stats, types, abilities, forms)
    • Grid-based overworld with encounters, NPCs, and events
    • CommandGraph visual scripting for events and cutscenes
    • Audio management (BGM, SFX, crossfading)
    • Battle system with configurable damage formulas
    • Cross-platform build support (PC, mobile, web, consoles)
  8. Overview of the MCE Monster Data Model

    The MCE monster data model uses a hierarchical structure where a MonsterEntry (ScriptableObject) defines a species, and DataByFormEntry defines the specific attributes for each form of that species. At runtime, a MonsterInstance wraps these entries with instance-specific state such as level, IVs, EVs, current HP, nickname, held item, friendship, and the active form.
    MonsterEntry (ScriptableObject -- one per species)
      ├── DexNumber
      ├── AvailableForms: List<Form>
      └── DataByForm: List<DataByFormEntry>   ← one entry per form
            ├── Graphics (sprites, materials, icons, world sprites)
            ├── Types (FirstType, SecondType)
            ├── Dex (description, species, height, weight, cry)
            ├── Abilities (normal + hidden)
            ├── Training (EVYield, CatchRate, BaseFriendship, BaseExperience, GrowthRate)
            ├── Breeding (EggGroups, EggCycles, BreedingData, gender ratios)
            ├── Wild (run chance, held items)
            ├── Moves (by level, on evolution, egg moves, other/TM)
            ├── BaseStats: Dictionary<Stat, byte>
            ├── Evolutions: List<EvolutionData>   ← polymorphic
            ├── MegaEvolutions: Dictionary<Item, Form>
            └── Flags (IsLegendary, IsMythical, IsUltraBeast, CanLearnAnyMove)
  9. Overview of OpenMon Online Tier Services

    The OpenMon Online tier provides a complete multiplayer backend for monster capture MMOs powered by Nakama. It includes 20 integrated services to handle persistent world mechanics, including:

    • Authentication: Email, device, and social logins (Google, Apple, Discord).
    • World Sync: Real-time player positions and shared overworld visibility.
    • PvP Battles: Matchmaking with ELO ratings, ranked/casual modes, and spectating.
    • Trading: Server-validated peer-to-peer monster and item trading.
    • Social & Guilds: Friends lists, blocking, and guild management with ranks and permissions.
    • Chat: Global, local, guild, and whisper channels with moderation.
    • Economy: Server-authoritative currency and a marketplace with buy/sell orders.
    • Persistence: Server-side storage for player data, monster storage, and inventory.
    • Other Services: Housing, Cloud Saves, Leaderboards, Live Events, Anti-Cheat, Analytics, Matchmaking, Notifications, and an Admin Panel.
  10. Overview of OpenMon Online Tier Services

    The OpenMon Online tier provides a complete multiplayer backend for monster capture MMOs, powered by Nakama and PostgreSQL. It includes 20 integrated services covering authentication (social logins), world synchronization (real-time player positions), PvP battles (ELO matchmaking), trading (server-validated), social systems (guilds, chat, friends), economy (marketplace, authoritative currency), and cloud saves.
  11. Overview of OpenMon Online tier services

    The OpenMon Online tier provides a complete multiplayer backend powered by Nakama and PostgreSQL. It includes 20 integrated services for monster capture MMOs, including:

    • Authentication: Email, device, and social login (Google, Apple, Discord).
    • World Sync: Real-time player positions and shared overworld.
    • PvP Battles: Matchmaking with ELO ratings, ranked/casual modes, and spectating.
    • Trading: Server-validated peer-to-peer monster and item trading.
    • Social & Guilds: Friends lists, blocking, and guild management with ranks/permissions.
    • Economy: Server-authoritative currency and a marketplace with buy/sell orders.
    • Persistence: Server-side cloud saves, monster storage, and inventory.
    • Other: Chat (global/local/guild), Housing, Leaderboards, Live Events, Anti-Cheat, Analytics, and an Admin Panel.
  12. Overview of Monster Capture Engine (MCE) capabilities

    Monster Capture Engine (MCE) is a production-ready Unity engine designed for monster-catching RPGs. It provides a comprehensive foundation for several game types: single-player RPGs with tile-based open worlds, MMORPGs (via the Online add-on), fan games (via Essentials importer), and hybrid genre games due to its modular architecture.

    Key features include:

    • Monsters & Combat: 151+ built-in species, 668+ moves (Physical/Special/Status), Gen V+ damage formulas, and a turn-based battle system with 15+ modular components.
    • AI & Evolution: Pluggable strategy patterns (Random, Effective, ML-Agents) and 30+ evolution types (level, item, trade, friendship, etc.).
    • World & Encounters: Tile-based grid movement, customizable encounter tables based on terrain (grass, water, etc.) and time of day.
    • Systems: Visual scripting via CommandGraph for NPCs, JSON-based save system with versioning, and a quest system with 11 goal types.
    • Technical: UGUI-based interface, URP shaders, multi-language localization, and a clean public API (IMonsterCaptureEngine) for DLL-level users.