Code Finished


I have now finished the creation of actual features in the game, and I hope that I’m done with tuning/removing debug items, because I don’t think I am going to check any more.

I have implemented all of the features specified in a previous post.

The final release on GitHub is here.


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.


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:


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)


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!