A Pokémon battle simulation engine
31–40 of 49 posts
Re: A Pokémon battle simulation engine
#32This is strange - this post is on the front page right now. It says that I submitted it eight hours ago. I was asleep eight hours ago. I submitted this last week and it did not get any points hardly but now it is on the front page with an incorrect timestamp but still attributed to my user account.
Second Chance Pool: https://news.ycombinator.com/pool Many submissions get overlooked the first time and then get nominated for a second chance.
Re: A Pokémon battle simulation engine
#33When you’re creating a turn based battling game do you inevitably start off with engines like this to help balance out what various stats and variables should be, to avoid dominant strategies from emerging?
Probably not, since game design is usually done iteratively, and you’ll end up writing a simulator for an unstable ruleset. The first trigger for changing the rules will be whether it’s boring or not, and that will mostly come from playtesting. Once the system is settled, you might implement a simulator to fix balance issues — but more likely, you’ll use the simulator you already have; the game itself, hopefully runn…
This is probably it. As the article says, it’s also a cleverly layered mechanic if a player correctly predicts when their opponent will use it.
Re: A Pokémon battle simulation engine
#34As an avid Pokemon Showdown player, this caught my eye: > In the case of Pokémon Showdown, only bugs which stem from a misimplementation of specific effects are reproduced in the engine, bugs which are the result of a misunderstanding of the fundamental mechanics of Pokémon or which simply arise due to specific Pokémon Showdown implementation details that aren't replicable without making the same (incorrect) architec…
A couple of bugs in gen 1 that might be implemented differently than PS, would be bugs that are fixed in ps due to balancing or due to playability:
- multiplayer desyncs, see counter - fly/dig para invuln. - freeze clause, and to a lesser extent sleep clause
Bugs like normal body slam para invuln, amnesia reapplying speed drops, and toxic counter bugs, 1/256 miss chance, focus energy bugs, I would expect to stay. If those get fixed, the project would veer into the terrain of natdex, Create A Pokemon, or Custom Metas, as in made up fan games that never existed in cartridge
Re: A Pokémon battle simulation engine
#35Earlier quoted context omitted.
What I plan to do with it isn't important - thus the beauty of the license. MIT gives me freedom without forcing me into a certain source availability philosophy.
I get that permissive licenses are popular now, but “freedom to make sure other people don’t have freedom” still doesn’t feel like a compelling argument. In specific cases, they make sense purely practically; but generally? It feels like a huge error for the whole world to leave copyleft and the GPL behind. The reason we can run Linux on everything is because Torvalds chose the GPL, and so vendors are forced to share…
I think GPL is great for certain projects and goals.
There are many times where my goal isn’t to retain control, though. I just want to help and have other people use some of my code some times. I don’t really care if it’s an individual working on a hobby project or a giant corporation putting it in their product. My little 1-person open source contribution isn’t going to be the make or break thing to some megacorp’s success or failure.
I think it’s great for Linux. Doesn’t need to be applied to everything though.
Re: A Pokémon battle simulation engine
#36As an avid Pokemon Showdown player, this caught my eye: > In the case of Pokémon Showdown, only bugs which stem from a misimplementation of specific effects are reproduced in the engine, bugs which are the result of a misunderstanding of the fundamental mechanics of Pokémon or which simply arise due to specific Pokémon Showdown implementation details that aren't replicable without making the same (incorrect) architec…
Unclear. A couple of bugs in gen 1 that might be implemented differently than PS, would be bugs that are fixed in ps due to balancing or due to playability: - multiplayer desyncs, see counter - fly/dig para invuln. - freeze clause, and to a lesser extent sleep clause Bugs like normal body slam para invuln, amnesia reapplying speed drops, and toxic counter bugs, 1/256 miss chance, focus energy bugs, I would expect to…
ETA: Not directly related, but @ the creator of this tool: if you're planning to implement more gens, you'll be in for a fun time with Sheer Force interactions!
Re: A Pokémon battle simulation engine
#37Earlier quoted context omitted.
Probably not, since game design is usually done iteratively, and you’ll end up writing a simulator for an unstable ruleset. The first trigger for changing the rules will be whether it’s boring or not, and that will mostly come from playtesting. Once the system is settled, you might implement a simulator to fix balance issues — but more likely, you’ll use the simulator you already have; the game itself, hopefully runn…
https://www.sirlin.net/articles/designing-defensively-guilty... This is probably it. As the article says, it’s also a cleverly layered mechanic if a player correctly predicts when their opponent will use it.
Re: A Pokémon battle simulation engine
#38This is strange - this post is on the front page right now. It says that I submitted it eight hours ago. I was asleep eight hours ago. I submitted this last week and it did not get any points hardly but now it is on the front page with an incorrect timestamp but still attributed to my user account.
Re: A Pokémon battle simulation engine
#39I would also want support for some variants (including custom rules) as well as for standard rules, and for team validation (including custom team validation). (I did have ideas also about the rule sets formats, with many options; for some kind of custom rules, it would be necessary to modify the program, but that is OK; some kinds will not require such a modification.)
I also wanted to support Unown's letter in generation II only, and Spinda's spots in some generations (probably III, IV, and V; they would result in some of the data being revealed to the opponent), and the ability to change the number of PP Up (as far as I know, Pokemon Showdown always has the number of PP Up set to 3 and it cannot be changed; it is probably uncommon that you would want to change it anyways but it does have some uses).
Another consideration to be made is: In a double battle, if your second pokemon is prohibited from switching out due to an opponent's ability that you are unaware of (e.g. since it is a pokemon that can have multiple possible abilities, or if it is actually Zoroark), but your first pokemon is immune to that effect (e.g. due to being Ghost type), then it is possible, if the commands are selected for the first pokemon and then for the second pokemon in that order, that you will not be aware of this right away. If your second pokemon tries to switch out, then you will receive an error message and both of your pokemons can reselect their commands, but if your second pokemon tries to switch out and it is actually allowed, then you cannot reselect your commands for either pokemon. (I don't know if this rule is specific to some generations.)