As stated before, this game will be written from the ground up, instead of being a hack. This leaves us with more possibilities, etc.
The game engine will indeed be written in Java
, and will probably be written to target the Java Runtime Environment 1.4 (for the lazy bastards who haven't yet upgraded to Java 6). The engine will be defined seperately from the actual game, allowing us to provide the engine seperately for those who want to use it for their own fangames.
I was planning to use the sourcecode from ACE91's Battle Simulator for the battle sequences, but as ACE91 has left, that may no longer be possible. I might
be able to revamp GlitchBattle 0.07's (which I haven't been working on as much as I should... :-/ ) battle system for use here.
Low-level stuff such as video and audio output will probably be delegated to a third-party Java game engine since I want to spend more time writing the Pokemon aspect of the engine. Golden T Game Engine
looks like a good candidate.
Maps, sprites, tilesets, charsets, Pokemon, moves, types, trainers, et. al. will be defined seperately from the code. The formats for these files will be specified shortly; I think I may be able to simply adapt the program to use RPG Maker 2003 charsets and tilesets. Object events and the like will be processed by the Sleep
embeddable scripting language. Yes, I know, I was going to use Python. But, what do you know, ACE91 (probably our best python coder) left, so we don't really have a reason to use python anymore. Plus, sleep kinda grew on me. To prevent people from messing with the game data, I may provide the option to encrypt it.
There will probably also be a networking component similar to that of NetBattle, which will allow trades and battles.
The expected deadline for a playable beta will simply be given as "winter 2008". Yes, this will be a big project.