Wow. I wanted to program something similar to the framework you have implemented. Looks like I can just use your's instead. I have to say that it can lead to many interesting RPGish tactical games in the near pygame future.
---------------------------------------- > Date: Sat, 15 Dec 2007 04:10:51 -0500 > From: [EMAIL PROTECTED] > To: [email protected] > Subject: [pygame] Tactics Game Demo > > At is a playable > demo of a quick-and-dirty tactical combat game in the style of "Final > Fantasy Tactics" and "Disgaea: Hour of Darkness." I did this for > practice; check out the included source (mainly acorn.py) for the game > framework I ended up using. The framework code is also available at > . > > Gameplay: > Hit a key to start. Move your characters (the raccoon team) to valid > spaces, shown in blue, then either attack a target (in red) or click on > the character themselves to defend for the next round. Your team has a > fast (overpowered, really) scout, a "heavy," and a healer who does > negative damage. Defeat both enemies to win. > > Known problems: > -Escape quits, but only during the brief pauses between characters' > actions. I should probably have all unhandled events passed back to the > main event-handler so that Esc keypresses are always handled. > -NPCs just stand there and attack if you're in range. This is a result > of the NPC AI not having been fully built. > > Screenshot: > > > > "You've gotta be kidding! Level 4000?!" -Laharl, "Disgaea" _________________________________________________________________ i’m is proud to present Cause Effect, a series about real people making a difference. http://im.live.com/Messenger/IM/MTV/?source=text_Cause_Effect
