This is a sub-page of Proto:Pokémon Sword and Shield/Build 264.
| This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
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Almost all of the areas lack NPCs and have different camera angles and lighting. There is a mouse cursor available within the game for accessing debug features. Though there are item models placed around the map, none can be interacted with or obtained. The player is unable to jump off of small ledges, despite them being marked. Interior rooms lack the black space that those in the final game have, so the player is able to see outside of the normally visible area. All locations play an unfinished version of Postwick's theme.
Postwick
Postwick has some finished textures, but it's mostly all placeholder, and lacking any finality in the NPC department. NPC locations have changed from the December 2017 build and there are some Pokémon around the map that display textboxes when approached.
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Mar. 2018 Proto
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Final
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Player's House
The exterior of the player's house is nearly identical to the December 2017 build, but the building that was next to the house has been removed. The interior is identical to that of the December 2017 build.
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Final
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Hop’s House
The exterior of Hop's house more closely resembles the final version, but there are still some differences in the textures and models. Most notably, the trees on the left are completely different and there is no decorative pond. The interior is identical to the December 2017 build.
Dec. 2017 Proto
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Mar. 2018 Proto
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Final
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Slumbering Weald
The entrance to Slumbering Weald is a closed gate, similar to how it is at the start of the final game before the area becomes accessible. Despite this gate being closed, the player can still enter the area.
Mar. 2018 Proto
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Final (Closed)
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Final (Open)
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The area itself doesn't have any model, just a skybox and warp point.
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Route 1
Route 1 has the same layout as the final game, but lacks proper grass models in the northern section. It also has different ground texturing, and the hill in the middle is less defined.
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Wedgehurst
Wedgehurst lacks practically all of its textures and is just as work-in-progress as Postwick.
Boutique
The boutique has a different placement than in both the December 2017 build and the final; in this build is is located directly to the left of the Pokémon Lab. In the final version, a house is in this location instead.
Dec. 2017 Proto Placement
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Mar. 2018 Proto Placement
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Final Replacement
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Its final location more closely resembles the final with two buildings instead of three, though neither can be entered.
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Final
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Final
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Pokémon Center
The Pokémon Center is located in the same area as the final. The exterior more closely resembles the final version, though it has different lighting and lacks the surrounding foliage. Camera angles and a lack of NPCs also differentiate it from the final.
Dec. 2017 Proto
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Mar. 2018 Proto
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Final
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The interior looks more similar to the final, though it still lacks textures, doesn't have any NPCs, and has a different camera angle and lighting. There is an early version of the Rotomi to the left of the healing area; it uses a white Rotom Pokédex as a placeholder for the final design and has the word PokeJob above it.
Dec. 2017 Proto
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Mar. 2018 Proto
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Final
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Station
The train station still has a basic warp to the Wild Area, despite being largely unfinished. The interior is similar to the December 2017 build, but different colors are used. On both the inside and the outside, the camera angles are significantly different from the final's.
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Final
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Final
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Route 2
Most of Route 2 is made up of simple geometry and is untextured.
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The water texture is seemingly the only completed asset. The island on this route is normally inaccessible but can be seen by using debug features.
Professor's House
Like with the rest of the route, Professor Magnolia's house is unfinished and untextured. The layout is the same as the final game, including the hidden item areas.
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Final |
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The interior is similarly unfinished; it has the same layout but is untextured and has simple models.
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Final |
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Wild Area
The hugely spacious Wild Area has a significantly different layout and lacks textures when compared to the final. Pokemon spawn near the train station to Postwick, but nothing happens when the player interacts with them. It is not possible to rotate the camera through normal means, despite this being a key feature in the final game.
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There are multiple buildings and tents spread around the area, but none can be entered or interacted with. In the final game, there are no buildings in the Wild Area other than the single Daycare; there are also no tents other than those placed by other players.
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Final |
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The entrances to both the Wedgehurst station and Motostoke are both unfinished as well. Walking through the Wedgehurst entrance warps the player directly to the station in Wedgehurst. These are the only two things that can be interacted with in this area.
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Motostoke
Motostoke is almost fully textured and has the same layout as the final, but it lack NPCs and decorations. Certain map objects, like the shipping containers, lack textures. Additionally, there is no smoke coming from the vents in the ground, and the wheels do not turn in this build.
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Final |
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There are no shops in the main area, only glass where the shops would eventually be placed. There is also no animation when riding the elevator, it just warps the player to the top/bottom when approached.
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Final |
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Uniform Shop
The exterior of the uniform shop is largely unfinished, with no textures or defining features.
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Final |
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The interior has a similar layout to the final, but is untextured. The trophy stand and door in the back were removed in the final game, instead replaced by two shelves holding stacks of shirts.
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Final |
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Station
The exterior of the train station is completely different from the final. In this build it was a glass building and was completely see-through. This was likely changed to match the design of the interior.
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Final |
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The interior is largely unfinished; it is completely untextured and has placeholder text and models. The entrances on the right function when walked into, but the player is always warped to the upper entrance.
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Budew Drop Inn
The Budew Drop Inn is largely unfinished. The exterior has no textures and though it is possible to enter the building, the player spawns out-of-bounds and can't enter the main area. The interior is untextured as well, and there statue of the hero in the middle of the entrance area is just a generic shape.
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Final |
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Motostoke Stadium
Motostoke Stadium is largely unfinished when compared to the final.
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Final
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Route 3
Route 3 is largely the same as its final version, but it has different lighting and camera angles. Notable differences include the lack of overworld Pokémon and route signs, and a more detailed Motostoke wall. Additionally, there is no tent near the entrance to Galar Mine, despite there being an area for one. Since Galar Mine does not exist in this build, its entrance instead warps the player directly to Route 4.
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Route 4
Like with Route 3, Route 4 is almost fully textured but lacks the lighting and camera angles of the final. The layout is somewhat different, particularly with the area near Galar Mine. Unlike Route 3, there is a tent near the Galar Mine entrance, but it lacks collision and can't be interacted with. To the right of the tent there is a red and yellow oblong object, but it lacks collision and intractability as well. In the final game there is a berry tree in its place.
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Final |
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The stones around the map lack the runes, moss, and shape that those in the final game have.
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Turffield
Turffield has mostly finished textures, but still has placeholder models for non-terrain objects, like signs and fencing, as well as most buildings.
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Final |
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There is no path to the right of the Pokemon Center.
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Final |
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Turffield Stadium
The exterior has the same general shape as the final, and the green and brown rectangles resemble the pattern seen on the final version as well. There are no textures, and the building lacks any grass-type logo. There is only a barricade to the left, and the player is free to walk to the right of the stadium
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Final |
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The inside has the game layout as the final, but there are no textures or NPCs.
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Final |
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The Gym Challenge room is completely unfinished, lacking any textures or models.
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Final |
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The combat area itself is nearly identical to its finished version. It includes smoke effects, spotlights, a moving crowd, a finalized gym logo, various advertisements, and a properly textured field area. The player spawns in at one of the commentator booths, not at either of the combatant entryways like in the final. This location is used for all battles in this build.
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Final |
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Though the area is properly textured, it is possible to see some mesh vertexes in some areas.
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Geoglyph
The area with the geoglyph depicting a Gigantamax Pokemon is nearly identical to the final, but has different camera angles.
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Final |
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Route 5
Route 5 is mostly textured, but there are some lighting and camera differences. The grass along the side of this hill was turned into a cliff in the final game.
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Like with Route 4, there is a campground area with no collision, as well as a red and yellow object. In the final version there is a berry tree in this object's location. The pond has collision and can be walked on.
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Final |
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The bridge leading to Hulbury and the Wild area beneath is are not textured and the bridge cannot be walked on. When the player tried to walk on the bridge they are warped directly to the entrance of Hulbury.
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Final |
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Daycare
The exterior of the daycare is unfinished, with a sign above the entryway that says たまご, which translates to Egg.
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Final |
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The interior seems to be a replica of the daycare found in the Alola region.
Mar. 2018 Proto
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Alola Region Daycare
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Galar Region Final
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Motostoke Outskirts
Motostoke Outskirts has a similar layout to the final game, though there are no textures or finalized models and there is no bridge between Motostoke and the Outskirts. Galar Mine No. 2 doesn't exist in this build, so the entrance on the right instead directly warps the player to Hulbury.
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Final |
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Hulbury
Hulbury as a whole largely resembles its finished version, but some buildings are untextured and the camera angles and lighting are vastly different. None of the houses can be entered.
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Final |
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Final |
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The marketplace to the south is almost identical to the final version. The grass in the middle has been cut in the final version.
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Final |
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Thelighthouse area has untextured benches and lacks correct collision. There is also no Toxtricity statue, though there seems to be an area for it.
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The train station is unfinished as well, lacking the textures or shape of the final. The interior is identical to the one in Postwick. This station does not warp the player anywhere.
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Final |
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The Captain's Table
The exterior of this restaurant has no textures or details.
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Final |
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The inside is untextured as well, but there are some early models and placeholder NPCs.
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Final |
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Hulbury Stadium
The exterior of the stadium resembles the final version, but there are no textures. The road leading up to the stadium has arrows pointing to it.
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Final |
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The inside is identical to the stadium in Turffield.
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Final |
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There is an early layout of the gym challenge room, complete with placeholder NPCs, water locations, and buttons. Nothing can be interacted with.
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Final |
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The combat area itself does not exist, there is only a skybox.
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Final |
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