So, I've started work on a Pokémon simulator. G5, written in Python. Currently nothing worth releasing- working on very, very low-level stuff right now.
My aim in this simulator is to maximize the amount of the workload which is done serverside. As in- not only does the client download Pokémon/moves/items/abilities from the server, but the server performs all calculations. So, the same small client can be used for G5, G1, CAP, and even more esoteric custom servers. Hypothetically, you could, say, add a weather condition. Or change the damage formula. Or replace Pokémon with Star Wars characters. Client mods for that type of thing are unbelievably cumbersome, so by taking this development direction I can create a very powerful, if not quite so easy to run server and a lean, lightweight client.
Of course, while this is something that may be of interest to people like DougJustDoug, it's not relevant to the individual whose sole involvement in the server is as a user! So- I've made this thread to figure out what features are important to people in a Pokémon simulator. I aim to have basic, essential features, of course- battle engine w/ sprites and other fancyness, multiple tiers/ladders, some kind of rating system, chat, support for clauses implemented server-side (probably with Sleep Clause/Species Clause implemented stock; not going to bother with anything which isn't so general to all likely servers yet.) But, beyond these? I'd like comments both from users and administrators- while I don't intend to do dead-simple things like implementing RBY mechanics (something which is entirely possible by editing the pokecalc library and the databases) I'm willing to spend time on something more substantial, if there's sufficient demand.
When I have a working client/server setup, I'll put this up on Sourceforge. Right now, I need to get something usable together. At the moment, I'm still working on the pokecalc library- that's responsible for pretty much every routine (and not so routine, for that matter) calculation you'll encounter in a Pokémon match.
My aim in this simulator is to maximize the amount of the workload which is done serverside. As in- not only does the client download Pokémon/moves/items/abilities from the server, but the server performs all calculations. So, the same small client can be used for G5, G1, CAP, and even more esoteric custom servers. Hypothetically, you could, say, add a weather condition. Or change the damage formula. Or replace Pokémon with Star Wars characters. Client mods for that type of thing are unbelievably cumbersome, so by taking this development direction I can create a very powerful, if not quite so easy to run server and a lean, lightweight client.
Of course, while this is something that may be of interest to people like DougJustDoug, it's not relevant to the individual whose sole involvement in the server is as a user! So- I've made this thread to figure out what features are important to people in a Pokémon simulator. I aim to have basic, essential features, of course- battle engine w/ sprites and other fancyness, multiple tiers/ladders, some kind of rating system, chat, support for clauses implemented server-side (probably with Sleep Clause/Species Clause implemented stock; not going to bother with anything which isn't so general to all likely servers yet.) But, beyond these? I'd like comments both from users and administrators- while I don't intend to do dead-simple things like implementing RBY mechanics (something which is entirely possible by editing the pokecalc library and the databases) I'm willing to spend time on something more substantial, if there's sufficient demand.
When I have a working client/server setup, I'll put this up on Sourceforge. Right now, I need to get something usable together. At the moment, I'm still working on the pokecalc library- that's responsible for pretty much every routine (and not so routine, for that matter) calculation you'll encounter in a Pokémon match.