Actual Work

I’m actually making relevant code again;

I just made a simple battle system (that doesn’t bother to print its details…) that will quickly resolve who wins out of a pair with a seconds per attack and a damage per attack stat each.

I also made a pair of for loops to generate sets of strings that will give a scale map of the entire game world rather than just the current area.

This is important progress, as I am very consistently losing interest with this project….

Aaanyways.

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I Take It Back

I’ve lost motivation and interest completely for the non-mandatory side of this assignment, soooooooo that’s embarrassing. I don’t know if I’ll ever run on a sudden desire to use Python in a few years: if I do then I may turn this base-assignment into a fun extradite game, but for now I’m making inventory and battle and victory and that is it.

The reason why is partly real life circumstances, and the rest has to do with me feeling too inspired with my long-term dream for me to want to develop this small idea; perhaps this makes me less reliable with my project commitment, but most of my blog content is theory and design, and that is unchanged whether or not I give up.

Progress

My work so far:

01_map

This screenshot shows some teaser code, and a demonstration of my ASCII map, with a rogue-like at-sign-character carelessly splashed across the map.

There are four commands so far:

  • move: randomly moves the player to a different coordinate on the region
  • travel [north | south | east | west]: changes the coordinates of the current region according to the direction specified
  • spawn: randomly places an asterisk on the map
  • exit: terminates the program

Party Grinding (not to be confused with grinding party)

One thing I want to achieve in py4school is a lack of grinding mechanics, which in my opinion damage the replay value of games; (which is in turn at odds with the purposes of random generation.)

This, however, leads to a problem, in that I indeed need some kind of character growth implemented in-game; the first thing that comes to mind is to implement a kind of grinding that deliberately and exclusively holds complicated gameplay back from new players.

In order to implement this in a normal leveling and exp way, which I’d like to do, the best game feature I can think of is a reputation/fame system; (fame is also a nice tie to the Diablo roots I’m embracing.)

Fame would affect the amount of followers you can keep, holding back the complexity of optimizing multiple characters, allowing you to practice and master the usage of 3 followers before you start playing with 4, or say, the usage of a new class without any followers before you start playing with a follower.

And with this I add that my aim is to make less of an RPG ‘idler’/’infinigrind’ (new term!) and more of an RPG puzzler, relying on stealth and choices to take out enemies in a non-direct way, all in a quasi-medieval age of civilization.

P.S.

There will be more than one system determining your maximum party size, however the raw grinding aspect is the one that both gives the complexity to players who fail to prove experience more efficiently, and that allows players easier victory when struggling, as well as satisfying the criterion of the assignment!

Initial Design Ideas: “Extradite”

Looking at my goals for this project, I have worked out multiple ideas for a general game structure, and this one is the one I like:

Extradite.

You are set in a residence a short distance away from an unknown city, having been extradited from your old home (from which you are now much farther), and must survive either in the wilderness, in the urban community, or in the depths of your adventures. (Hell.)

This setting opens up three primary linked stories, and to an extent you will need to participate in all three, but which ones you thrive in are up to you, and your character preferences.

The game has three layers:

  1. Text interface
  2. Area map
  3. World map

The text interface is the input and output for the game, whereas the area map is just an auxiliary to this.

The world map simply names the different regions as they appear geographically, and although the game could be enjoyable with personal memorization of maps, (Minecraft!) I have a marked criterion to meet, so that is what I shall be exploring: map integration in a geographically driven survival/exploration/adventure game.

I also have some more story in mind but that shall be discussed in the future, and finally:

I’m not going to use the geometry system for actual controls; there shall be no “move (1,1)”, no “move left” and definitely not any “goto (547.8, 38664.2)”.

New Blog! (Not Really!)

Blogging about blogging is boring so I apologize for being boring, (also apologizing is boring so I apologize for that as well)

BUT

I am starting a new category corresponding to blog posts that relate to a school project I need to be doing.

It needs to be in python so it is rather different to the entire purpose of this blog, but maybe I’m okay with that;
It also needs to be a text based adventure, but I won’t be redesigning Zombies for that, I also won’t be making an engine for this, but rather just a normal text adventure implementation.

The criteria I shall be working around can be summarized as follows: answer the question. (School.)

This means I will need the following:

  • A map system incorporating rooms and/or areas.
  • An inventory which has functional contents that can be manipulated.
  • Travel.
  • Leveling/character growth.
  • Battle algorithm/s.

(Although battle isn’t specifically defined… but I want to explore the obvious definition anyway, so classic RPG it is.)

In terms of personal interests I’m going to be exploring the way that grinding/monotony exists as a trope in RPGs, and how that is/isn’t optional, as well as the applied ways that item functionality interacts with crafting + recipe systems in terms of things which I don’t fully know how to explain at this time.

That’s all!

Another Project :D

A while ago I mentioned a secret project, rather loosely titled “RPG engine”; well on GitHub is a repository for the design and planning involved, although as of this being published it is it not very detailed. (Also the game idea is very different to what the title tends to imply)

I recently started actually working on a programming project which is designed to be a Harvest Moon clone. It is going to run without any interface, and this will be the case indefinitely. Some day, when I get better at C++ graphics, I shall bother with that, but if I want to work on graphics I’ll just work on my tactics project.

I don’t exactly know how the project is going to go, I’ll just work on it as I wish alongside the other two projects, and try to learn something.