Open Wolvan opened 8 years ago
As far as I can tell, there are a lot of requirements for implementing battling:
So, battles implies that you have to have some sort of standard server distributing pokemon in a way that it keeps track of, otherwise people could just make up their own teams out of nothing by hacking (esp when we implement moves and levels, you could just make a bunch of l99 pokemon and bowl over everybody else)
Plus you run into the issue of trusted randomness for battle simulation even above and beyond your teams. What happens when I can say the dice always roll my way? On Mon, Dec 7, 2015 at 12:07 AM Bryan Tsang notifications@github.com wrote:
As far as I can tell, there are a lot of requirements for implementing battling:
- a reliable way to communicate with other Pokés players
- initiating a battle with another player
- accepting or declining a challenge
- implementation detail ideas
- research Tumblr Messaging?
- set up our own servers?
- hit points
- moves
- Power Points http://bulbapedia.bulbagarden.net/wiki/Power_Point
- Does this imply Pokémon Centers http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_Center?
- Will we allow players to battle multiple opponents simultaneously? For example, can Brock have separate battles with Ash and Misty at the same time? If so, how does that affect Power Points?
- levels?
- so that Pokémon can learn new moves
- implies that Pokémon can (use items to) evolve
- or you could just make all Pokémon the same level and do away with this entirely
- stats
- items? (optional, but has its own set of dependencies)
- a way for players to obtain them (via stores, completing quests, from battling players, etc.)
- currency/economy, if you're going to implement stores
- inventories
- battle logic
- accuracy
- evasion
- special moves (e.g. Rain Dance http://bulbapedia.bulbagarden.net/wiki/Rain_Dance_(move), Dig http://bulbapedia.bulbagarden.net/wiki/Dig_(move))
- status conditions http://bulbapedia.bulbagarden.net/wiki/Status_condition
- swapping Pokémon mid-battle
- recordings/logs? (optional)
- so that players can show off (e.g. Ash has logs of his battle so that he can remind Gary who really is the best Pokémon trainer)
— Reply to this email directly or view it on GitHub https://github.com/new-xkit/XKit/issues/855#issuecomment-162413574.
@ Sorting by ID: Pokémon would need to get a National Pokédex ID to account for formes to be able to group them together.
@ThePsionic National Pokédex ID sorting could work the same way isotopes on the PSE do: Have the main Pokémon ID sorted and just have every other Pokémon Form have the same ID
Re: Battling Having a server distribute the Pokémon isn't going to help either. You can just easily hack the storage value itself to cheat Pokémon Also, for the beginning I would have just used Rock Paper Scissors as battle system until a proper one was implemented I don't want to rely on Tumblr IM personally, since 1.) Not everyone has them and more importantly 2.) It would clutter up the chat. I talked with @ChuckL about it earlier and he said we could manage to get our own server running on his servers.
@wolvan what? If a server distributes pokemon, it would have a record of all the pokemon someone should have, so editing the storage wouldn't work... On Mon, Dec 7, 2015 at 6:58 AM Wolvan notifications@github.com wrote:
@ThePsionic https://github.com/ThePsionic National Pokédex ID sorting could work the same way isotopes on the PSE do: Have the main Pokémon ID sorted and just have every other Pokémon Form have the same ID
Re: Battling Having a server distribute the Pokémon isn't going to help either. You can just easily hack the storage value itself to cheat Pokémon Also, for the beginning I would have just used Rock Paper Scissors as battle system until a proper one was implemented I don't want to rely on Tumblr IM personally, since 1.) Not everyone has them and more importantly 2.) It would clutter up the chat. I talked with @ChuckL https://github.com/ChuckL about it earlier and he said we could manage to get our own server running on his servers.
— Reply to this email directly or view it on GitHub https://github.com/new-xkit/XKit/issues/855#issuecomment-162503442.
So don't ever store Pokemon clientside or what?
Well not the canonical values. obviously you could store a cache of what pokemon you have, you just can't use client-side values for multi-player stuff. On Mon, Dec 7, 2015 at 2:10 PM Wolvan notifications@github.com wrote:
So don't ever store Pokemon clientside or what?
— Reply to this email directly or view it on GitHub https://github.com/new-xkit/XKit/issues/855#issuecomment-162627494.
How would we even GIVE pokemon then
Your pokemon would be tied to your account. If someone edits their client-side values, it doesn't effect the server-side values. If someone legitly "gets" a Pokemon, it'd be stored client and server-side.
@wolvan I'd be happy to whiteboard implementation details with you at some point. On Tue, Dec 8, 2015 at 5:56 PM Michael Howard notifications@github.com wrote:
Your pokemon would be tied to your account. If someone edits their client-side values, it doesn't effect the server-side values. If someone legitly "gets" a Pokemon, it'd be stored client and server-side.
— Reply to this email directly or view it on GitHub https://github.com/new-xkit/XKit/issues/855#issuecomment-163047389.
You can still just as easily modify the Pokémon that are spawning though, clicking them would send the server a "XXX caught a Pokémon with these stats!"
@wolvan not if the server generates the pokemon that the client displays? as I suggested?
On Tue, Dec 8, 2015 at 7:52 PM Wolvan notifications@github.com wrote:
You can still just as easily modify the Pokémon that are spawning though, clicking them would send the server a "XXX caught a Pokémon with these stats!"
— Reply to this email directly or view it on GitHub https://github.com/new-xkit/XKit/issues/855#issuecomment-163072010.
That would be a massive load on a server I think. But alright. If you want it, I'll see about implementing it
@wolvan its not really about what I want—its about making a multiplayer system that people can't just hack their way through incredibly trivially. I don't really care either way, but if you want any kind of balance you'll have to implement it
On Tue, Dec 8, 2015 at 7:56 PM Wolvan notifications@github.com wrote:
That would be a massive load on a server. But alright. If you want it, I'll see about implementing it
— Reply to this email directly or view it on GitHub https://github.com/new-xkit/XKit/issues/855#issuecomment-163072951.
I think we have to look into that once the battle system actually comes up
So will the battle/stat system implement IV's and EV's? If so, could the player manually allocate EV's into different stats?
I honestly haven't thought that far, for now I'd say no, though
From our inbox:
Random idea for Pokes: Maybe take a few cues from Super Pokemon Rumble and make battles based off how many 'pokes you have and so on ?
I kind of like the idea, gotta do some more reasearch about it but it could be something we could do. Would love opinions
Centralizing the future plans for Pokés here instead of having them as seperate issues
Last updated: 12/30/2015
(Maybe contact http://gpx.plus/, they seem to have for shinies already. Or make our own.)See #966. Thanks for your help, @DeltheorIf there are any other suggestions or ideas for Pokés, please discuss them here. I will update the list accordingly