A complete relational database system for FreakyMon GO, a mobile game featuring creature collection, battles, and world exploration.
This project simulates the backend database of a Pokémon GO–style game.
It was developed for the SICI-4030 – Database Systems course to demonstrate advanced relational database design principles.
- Design and implement a robust database simulating real-world game mechanics.
- Support player progression, creature collection, battles, and inventory management.
- Showcase complex relationships including recursive, ternary, and many-to-many structures.
- 16 total tables organized by complexity levels
- 6 associative tables (for many-to-many relationships)
- 1 ternary relationship with exclusivity constraints
- 1 recursive relationship (FreakyMon evolution chain)
- 1 one-to-one relationship
- User Management → Accounts, player profiles, progression
- Creature System → FreakyMon species, types, evolution chains
- Game World → Gyms, stops, and locations
- Inventory → Items, player inventory, usage tracking
- Gameplay → Battles, captures, FreakyDex collections
- Combat System → Attacks, type effectiveness, battle records
- Platform: Oracle SQL
- Constraints: Referential integrity, composite keys, temporal tracking
- Relationships: Complex primary/foreign key mappings
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Player Progression
- Account management and level tracking
- Experience points and achievement systems
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Creature Collection
- Capture and evolution tracking
- FreakyDex completion progress
- Rarity and type systems
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World Interaction
- Gym battles with exclusive participation
- Stop spinning for item collection
- Location-based gameplay
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Inventory Management
- Item collection and usage limits
- Potions, balls, and boost items
- Battle item effectiveness
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Combat System
- Type-based attack effectiveness
- Battle history and outcomes
- Multi-participant battle support
- Complete DDL Implementation (all 16 tables with constraints)
- Sample Data Population (realistic test data)
- Complex Query Demonstrations (10+ queries)
- Documentation (entity matrix and ERD)
- Level-Based Organization (progressive complexity structure)
- Normalized relational design
- Complex relationship modeling
- Referential integrity enforcement
- Real-world system simulation
- Recursive Evolution Tracking – modeling creature evolution chains
- Exclusive Relationship Handling – gym/stop spin mechanics
- Temporal Data Management – battle timestamps and progression history
- Inventory Constraints – item limits and usage validation
Supports analytical queries for:
- Player progression analytics
- Battle outcome statistics
- Creature collection completeness
- Item usage patterns
- Type effectiveness analysis
This project demonstrates professional-grade database design for a complex game system by showcasing:
- Scalable architecture capable of supporting thousands of players
- Data integrity through comprehensive constraints
- Query performance considerations via indexing
- Maintainability with normalized design and clear documentation
- Player Accounts: Secure profile management and progression tracking
- Creature Database: Complete FreakyMon catalog with evolution paths
- Live Gameplay: Real-time battle and capture event logging
- Inventory System: Dynamic item management with usage constraints
- Player Analytics: Behavior tracking and engagement metrics
- Game Balance: Type effectiveness and rarity analysis
- Economic Modeling: Item usage and resource flow
- Performance Monitoring: System load and database optimization