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Posted

@CoderDrag0n8

@Usseewa

@KaladinsSenseOfHumourSpren

@IcedOutPenguin

 

Ok, here we divvy up the various things, as well as plan lore, structure, art...

 

We’ll need a save system, an info depository (contains art and lore and flavor text, events, and combat), a map system, an inventory

 

We’ll prolly use the following files:

 

main.py

save.py

info.py

map.py

combat.py

event.py

inventory.py

 

if we do Python, of course.

That system, I’ve found, is easiest.

Posted
1 minute ago, SpiritOfWrath said:

Ok, here we divvy up the various things, as well as plan lore, structure, art...

Yes, so what game exactly are we trying to make? My Wiki won't load for some reason? But smth like this: https://en.wikipedia.org/wiki/Text-based_game ?

Or, like that but also with ascii art of the level in the terminal?

We could also use PyGame or something for some simple (or more advanced) graphics.

Are we going for a maze dungeon crawler (carl)?

Like, wdym by "art"? Pixel art (i.e., 16x16 likely) or "ascii art" (just using a single character for the objects)?

Basically do we want smth like this (GIF):

Spoiler

Writing a Python Dungeon Game Part I | by Angello Maggio | Medium

Or this:

Spoiler

Rogue-Like Game: Re-code in PyGame? - Retro Game Coders

 

Posted
1 minute ago, Usseewa said:

Yes, so what game exactly are we trying to make? My Wiki won't load for some reason? But smth like this: https://en.wikipedia.org/wiki/Text-based_game ?

Or, like that but also with ascii art of the level in the terminal?

We could also use PyGame or something for some simple (or more advanced) graphics.

Are we going for a maze dungeon crawler (carl)?

Like, wdym by "art"? Pixel art (i.e., 16x16 likely) or "ascii art" (just using a single character for the objects)?

Basically do we want smth like this (GIF):

  Hide contents

Writing a Python Dungeon Game Part I | by Angello Maggio | Medium

Or this:

  Hide contents

Rogue-Like Game: Re-code in PyGame? - Retro Game Coders

 

It’ll be terminal based, and that text game example is good

most of it is whatever we decide it to be! (Art is limited by the terminal.)

the first one

Posted
Just now, SpiritOfWrath said:

It’ll be terminal based, and that text game example is good

most of it is whatever we decide it to be! (Art is limited by the terminal.)

the first one

Cool cool. Also I've never worked with other ppl on a coding thing so this is fun.

 

11 minutes ago, SpiritOfWrath said:

We’ll need a save system, an info depository (contains art and lore and flavor text, events, and combat), a map system, an inventory

 

We’ll prolly use the following files:

 

main.py

save.py

info.py

map.py

combat.py

event.py

inventory.py

 

if we do Python, of course.

That system, I’ve found, is easiest.

So...What's ur plan for divvying it all up? Do we want to, like, do it so (e.g.)

# e.g. player.py

def start():
  """
  Initialize player and whatever
  """
  
  pass

def move(dir: int): # Is that how you do typing?
  """
  Move player in dir, checking for collisions, yada-yada
  """
  
  pass

# etc. etc.

So someone(s) writes that, then other/same people/person writes the implementation?

Or...just give people files and tell them what they are supposed to do?

Posted
Just now, Usseewa said:

Cool cool. Also I've never worked with other ppl on a coding thing so this is fun.

 

So...What's ur plan for divvying it all up? Do we want to, like, do it so (e.g.)

# e.g. player.py

def start():
  """
  Initialize player and whatever
  """
  
  pass

def move(dir: int): # Is that how you do typing?
  """
  Move player in dir, checking for collisions, yada-yada
  """
  
  pass

# etc. etc.

So someone(s) writes that, then other/same people/person writes the implementation?

Or...just give people files and tell them what they are supposed to do?

Uuuhhh

i was thinking the second

We could do a combination if we want someone in charge of integration between files

Posted
Just now, SpiritOfWrath said:

Uuuhhh

i was thinking the second

We could do a combination if we want someone in charge of integration between files

K, cool.

 

Got any immediate ideas or anything?

Posted
Just now, Usseewa said:

K, cool.

 

Got any immediate ideas or anything?

Hhmmmm

I’m able to work on the save systems

 

What type of dungeon crawler do we want to do? I was leaning towards fantasy, but could go either way.

Posted (edited)
5 minutes ago, SpiritOfWrath said:

Hhmmmm

I’m able to work on the save systems

 

What type of dungeon crawler do we want to do? I was leaning towards fantasy, but could go either way.

Probably a generic fantasy base (collectibles, enemies, etc. etc.)

You mentioned lore. I think (since we have limited graphic capabilities) we could have some good/decent lore. Idk if I would be the one to ask, but yeah. Like you know those RPGs with the character textbox popups, or just like at the top of the screen above the level it gives you some lore and advice throughout the game? We don't want a loreless generic. I mean, since it seems we want a good ame.

I can work on anything. I was kinda eyeing save systems lol. What're ur thoughts on that? A save code or just save the data to a text file or smth?

 

I think we need a basic idea or basic playable (maybe just a graphics.py (or smth) file?) That would help me, at least. Then we can more easily add movement, walls, and then collectibles, enemies, lore, multiple levels, powerups or smth, etc. etc.

 

I also like the idea of exploration and potentially hidden/hard-to-find rooms.

Think Atari's Adventure 

Edited by Usseewa
Posted
7 minutes ago, Usseewa said:

Probably a generic fantasy base (collectibles, enemies, etc. etc.)

You mentioned lore. I think (since we have limited graphic capabilities) we could have some good/decent lore. Idk if I would be the one to ask, but yeah. Like you know those RPGs with the character textbox popups, or just like at the top of the screen above the level it gives you some lore and advice throughout the game? We don't want a loreless generic. I mean, since it seems we want a good ame.

I can work on anything. I was kinda eyeing save systems lol. What're ur thoughts on that? A save code or just save the data to a text file or smth?

 

I think we need a basic idea or basic playable (maybe just a graphics.py (or smth) file?) That would help me, at least. Then we can more easily add movement, walls, and then collectibles, enemies, lore, multiple levels, powerups or smth, etc. etc.

 

I also like the idea of exploration and potentially hidden/hard-to-find rooms.

Think Atari's Adventure 

Cool

 

We need a structure down before we start to talk about code

Heres my idea, but it could be others.

I do like the idea of secret rooms

Spoiler

Randomized grid map

Multiple acts (at the end of an act, reset map and enter next chapter)

Choose enter the rooms, yeah

Can either be events or combats (or elite combats)

An inventory consisting of Weapon, Armor, Charm. 

Combat system: (I like Slay the Spire so…) A set of actions with an action economy (attack, defend, etc.). Turn based.

Events can be basically anything, but you would need to find specific special events to progress.

 

Posted
13 minutes ago, SpiritOfWrath said:

Cool

 

We need a structure down before we start to talk about code

Heres my idea, but it could be others.

I do like the idea of secret rooms

  Hide contents

Randomized grid map

Multiple acts (at the end of an act, reset map and enter next chapter)

Choose enter the rooms, yeah

Can either be events or combats (or elite combats)

An inventory consisting of Weapon, Armor, Charm. 

Combat system: (I like Slay the Spire so…) A set of actions with an action economy (attack, defend, etc.). Turn based.

Events can be basically anything, but you would need to find specific special events to progress.

 

Ok...uh that's a lot.

also I reallllyyyy gotta study so I yeah but I'll probably respond to this in more depth later or tomorrow.

Posted
3 hours ago, SpiritOfWrath said:

@CoderDrag0n8

@Usseewa

@KaladinsSenseOfHumourSpren

@IcedOutPenguin

 

Ok, here we divvy up the various things, as well as plan lore, structure, art...

 

We’ll need a save system, an info depository (contains art and lore and flavor text, events, and combat), a map system, an inventory

 

We’ll prolly use the following files:

 

main.py

save.py

info.py

map.py

combat.py

event.py

inventory.py

 

if we do Python, of course.

That system, I’ve found, is easiest.

Im good at flavor/lore

Also we could have like, lists for the rooms

Posted
15 hours ago, KaladinsSenseOfHumourSpren said:

Ohhhhh a text based game

I've made a super simple on before

Will the game like, show the map, or does the player have to like explore and stuff

The way I’m thinking of it is they can see the possible places to explore, but don’t know what is at those places until they actually go there.

Posted
2 minutes ago, SpiritOfWrath said:

The way I’m thinking of it is they can see the possible places to explore, but don’t know what is at those places until they actually go there.

I was thinkin' Fog of War.

Posted
2 minutes ago, SpiritOfWrath said:

The way I’m thinking of it is they can see the possible places to explore, but don’t know what is at those places until they actually go there.

Ah okay.

What's going to be like, the player's main goal?

Posted
6 minutes ago, Usseewa said:

I was thinkin' Fog of War.

?

is that a game…

4 minutes ago, KaladinsSenseOfHumourSpren said:

Ah okay.

What's going to be like, the player's main goal?

that’s up to us!

I like the idea of a roguelike structure, but up to yall.

Posted
1 minute ago, SpiritOfWrath said:

is that a game…

5 minutes ago, KaladinsSenseOfHumourSpren said:

...maybe, but it's a concept.

You ever use Roll20 or another virtual tabletop for TTRPGs like D&D?

Basically the player(s) start in an area, and can only see a limited area around them. Once they move around and, say, go into a hallway or through a door or whatever, they can see more. The map gradually reveals itself.

 

We could also just do Adventure-style rooms, where the player is in a room every time, and can see it all (maybe), but there are doors and such that go to another room. And each room doesn't have to be super elaborate, either.

Also...someone mentioned randomized rooms? As in...procedural generation? Or just randomly selecting from a pool of available rooms? Perhaps some are rarer, etc. etc.

Posted
22 minutes ago, Usseewa said:

...maybe, but it's a concept.

You ever use Roll20 or another virtual tabletop for TTRPGs like D&D?

Basically the player(s) start in an area, and can only see a limited area around them. Once they move around and, say, go into a hallway or through a door or whatever, they can see more. The map gradually reveals itself.

 

We could also just do Adventure-style rooms, where the player is in a room every time, and can see it all (maybe), but there are doors and such that go to another room. And each room doesn't have to be super elaborate, either.

Also...someone mentioned randomized rooms? As in...procedural generation? Or just randomly selecting from a pool of available rooms? Perhaps some are rarer, etc. etc.

Randomly selected, yeah the rarity

So like

Choose between events and combats, then choose between regs and elites for combats

  • 1 month later...

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