Re: [pygame] RPG Quest System

2007-07-04 Thread Phil Hassey
Use chicken on voodoo lady.  (She has the glow-in-the-dark skull on her wall.)

Michael Sullivan [EMAIL PROTECTED] wrote: On Tue, 2007-07-03 at 18:08 -0700, 
Phil Hassey wrote:
 Hey,
 
 Do this instead:
 $ python main.py
 
 -Phil
I did, but I can't seem to figure out what to do with the rubber
chicken, and I can't seem to find the glow-in-the-dark skull that the
guy at the museum wants...



   
-
Need a vacation? Get great deals to amazing places on Yahoo! Travel. 

Re: [pygame] RPG Quest System

2007-07-04 Thread Nick Moffitt
Michael Sullivan:
 On Wed, 2007-07-04 at 08:03 -0700, Phil Hassey wrote:
  Use chicken on voodoo lady.  (She has the glow-in-the-dark skull on
  her wall.)
 
 Where is the Voodoo lady?  The only places I think I can get to are the
 museum, the arcade, and the tavern

Back where you started out!

That game is fun, and a great demo of what can be done in very little
code at all with pygame.

-- 
Information gladly given, but safety requires   Nick Moffitt
avoiding unnecessary conversation. [EMAIL PROTECTED]


[pygame] RPG Quest System

2007-07-03 Thread Giuliano Vilela

Hi guys,

I've done some simple small games with PyGame, and decided to move on to a
little fun RPG zelda-like game. I managed to make a little tile scrolling
engine, dialog and ugly interfaces, spells, itens (still under work), etc..
etc... What I really am worried about is the, not sure what to call, quest
system.

I can't think of a simple way of making a scenario, some things that the
hero have to do before advancing... Becouse, you know, this is pretty
huge. The quest that the hero is doing at the moment decides the dialogs of
the npc's, closed gates, etc etc... I'm thinking about making like a
scripting language to describe all those things, but I can't think of any
way to include this in the game... It's just something so... general.

Anyway, some of you must already have done something similar, so I wanna
hear your toughts about this =) Ways of designing the codes, some ideas
about the quest system, is the scripting language the right way of doing
it, etc...

Hope i've been clear... Feel free to ask anything. The game will be
available at the PyGame wiki as soons as it is playable.

Thank you already,


Giuliano Vilela.


Re: [pygame] RPG Quest System

2007-07-03 Thread Phil Hassey
Hey,

Use python for your scripting language.  It's the best!

(I'm not being silly either - I use python for scripting python in several 
games.  I've made an adventure game - 
svn://www.imitationpickles.org/pyweek3/trunk - which imports the various rooms 
as needed.  If you don't want to import rooms, you can always load them up 
dynamically.)

- Phil

Giuliano Vilela [EMAIL PROTECTED] wrote: Hi guys,

I've done some simple small games with PyGame, and decided to move on to a 
little fun RPG zelda-like game. I managed to make a little tile scrolling 
engine, dialog and ugly interfaces, spells, itens (still under work), etc.. 
etc... What I really am worried about is the, not sure what to call, quest 
system. 

I can't think of a simple way of making a scenario, some things that the hero 
have to do before advancing... Becouse, you know, this is pretty huge. The 
quest that the hero is doing at the moment decides the dialogs of the npc's, 
closed gates, etc etc... I'm thinking about making like a scripting language 
to describe all those things, but I can't think of any way to include this in 
the game... It's just something so... general. 

Anyway, some of you must already have done something similar, so I wanna hear 
your toughts about this =) Ways of designing the codes, some ideas about the 
quest system, is the scripting language the right way of doing it, etc... 

Hope i've been clear... Feel free to ask anything. The game will be available 
at the PyGame wiki as soons as it is playable.

Thank you already, 


Giuliano Vilela. 

 
-
Don't get soaked.  Take a quick peak at the forecast 
 with theYahoo! Search weather shortcut.

RE: [pygame] RPG Quest System

2007-07-03 Thread Chris Ashurst
Or you could write a quest system in ruby, build it with an XMLRPC service,
then write a Python interface that connects to it, pulls out a quest and
converts it to a Lua script!
 
;)
 
Seriously though, Yeah, Python is ideal for scripting an RPG quest system.
Something I learnt from completely innocent *cough* private WoW servers is
that they just have pretty much a plain text file delimited by newlines that
they load into the server at runtime (You could do something similar by
either using the plain ConfigParser builtin, or extend it to suit your needs
a bit better).
 
Another solution would be to use an ORM library like SQLAlchemy. If you used
it with SQLite, you wouldn't even need to worry about making remote db
connections, and the functionality of the ORM would make it less of a chore
to construct some sort of interface to CRUD quests in and out of the db file
without the hassle of making them fit in a raw, delimited file.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Phil Hassey
Sent: Tuesday, July 03, 2007 10:57
To: pygame-users@seul.org
Subject: Re: [pygame] RPG Quest System


Hey,

Use python for your scripting language.  It's the best!

(I'm not being silly either - I use python for scripting python in several
games.  I've made an adventure game -
svn://www.imitationpickles.org/pyweek3/trunk - which imports the various
rooms as needed.  If you don't want to import rooms, you can always load
them up dynamically.)

- Phil

Giuliano Vilela [EMAIL PROTECTED] wrote: 

Hi guys,

I've done some simple small games with PyGame, and decided to move on to a
little fun RPG zelda-like game. I managed to make a little tile scrolling
engine, dialog and ugly interfaces, spells, itens (still under work), etc..
etc... What I really am worried about is the, not sure what to call, quest
system. 

I can't think of a simple way of making a scenario, some things that the
hero have to do before advancing... Becouse, you know, this is pretty
huge. The quest that the hero is doing at the moment decides the dialogs of
the npc's, closed gates, etc etc... I'm thinking about making like a
scripting language to describe all those things, but I can't think of any
way to include this in the game... It's just something so... general. 

Anyway, some of you must already have done something similar, so I wanna
hear your toughts about this =) Ways of designing the codes, some ideas
about the quest system, is the scripting language the right way of doing
it, etc... 

Hope i've been clear... Feel free to ask anything. The game will be
available at the PyGame wiki as soons as it is playable.

Thank you already, 


Giuliano Vilela. 




   _  

Don't get soaked. Take a
http://tools.search.yahoo.com/shortcuts/?fr=oni_on_mail#news quick peak
at the forecast 
with the Yahoo!
http://tools.search.yahoo.com/shortcuts/?fr=oni_on_mail#news Search
weather shortcut.





CONFIDENTIAL NOTICE: This email including any attachments, contains 
confidential information belonging to the sender. It may also be 
privileged or otherwise protected by work product immunity or other 
legal rules. This information is intended only for the use of the 
individual or entity named above.  If you are not the intended 
recipient, you are hereby notified that any disclosure, copying, 
distribution or the taking of any action in reliance on the contents 
of this emailed information is strictly prohibited.  If you have 
received this email in error, please immediately notify us by 
reply email of the error and then delete this email immediately.


Re: [pygame] RPG Quest System

2007-07-03 Thread James Paige
On Tue, Jul 03, 2007 at 10:24:28AM -0300, Giuliano Vilela wrote:
Hi guys,
 
I've done some simple small games with PyGame, and decided to move on to a
little fun RPG zelda-like game. I managed to make a little tile scrolling
engine, dialog and ugly interfaces, spells, itens (still under work),
etc.. etc... What I really am worried about is the, not sure what to call,
quest system.
 
I can't think of a simple way of making a scenario, some things that the
hero have to do before advancing... Becouse, you know, this is pretty
huge. The quest that the hero is doing at the moment decides the dialogs
of the npc's, closed gates, etc etc... I'm thinking about making like a
scripting language to describe all those things, but I can't think of
any way to include this in the game... It's just something so... general.
 
Anyway, some of you must already have done something similar, so I wanna
hear your toughts about this =) Ways of designing the codes, some ideas
about the quest system, is the scripting language the right way of doing
it, etc...
 
Hope i've been clear... Feel free to ask anything. The game will be
available at the PyGame wiki as soons as it is playable.
 
Thank you already,
 
Giuliano Vilela.

I have some experience with this sort of thing. You will want scripting 
of course, but I think what you are looking for is a way to organize the 
information about what missions you have already done, and what you 
still need to do.

The simplest way to do this is to store a named list of true/false 
values. They can all default to False, and you can switch them to True 
when you complete missions. Maybe something like...

quest[Killed the Dragon] = False
quest[Learned the Wizard's secret weakness] = False
quest[Stepped on the Butterfly in the Garden of Time] = False

There are a lot of different ways you could implement this, but the idea 
is the same. you want an organized collection of information about what 
you have and have not done yet. Then if quest[Killed the Dragon]==True 
the dragon doesn't appear on the map any more. Stuff like that.

---
James Paige


Re: [pygame] RPG Quest System

2007-07-03 Thread Laura Creighton
In a message of Tue, 03 Jul 2007 10:24:28 -0300, Giuliano Vilela writes:
--=_Part_125753_2896598.1183469068777
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
Content-Transfer-Encoding: 7bit
Content-Disposition: inline

Hi guys,

I've done some simple small games with PyGame, and decided to move on to 
a
little fun RPG zelda-like game. I managed to make a little tile scrolling
engine, dialog and ugly interfaces, spells, itens (still under work), etc
..
etc... What I really am worried about is the, not sure what to call, que
st
system.

I can't think of a simple way of making a scenario, some things that the
hero have to do before advancing... Becouse, you know, this is pretty
huge. The quest that the hero is doing at the moment decides the dialogs 
of
the npc's, closed gates, etc etc... I'm thinking about making like a
scripting language to describe all those things, but I can't think of a
ny
way to include this in the game... It's just something so... general.

embedding a python interpreter is the way to go.  If you need
an interpreter, this is the one you want. :-)

Right now there are problems w r t security and doing this.  The
pypy rewrite of python adresses them with the 'Taint' object space,
because we want to be able to embed pypy everywhere too.  So 
while embedding python is what you want, you may not be able to if
you want to make this a commercial MM game, for instance.

Once Europython is over, I intend to (collapse and) have a vacation.
One thing I was looking at writing was a generic 'quest solving'
library, for text type quests.  Think infocom games.  We want
'throw pumpkin through window' to work, but only if the window
is open.  We also want 'defenestrate pumpkin' to work, and
'toss pumpkin through window'.

I am wondering if this library:

http://nltk.sourceforge.net/

could help with the natural language bits, but I haven't investigated
this.  One thing I do want to do is get thesarius support in there,
from some online thesarius, so that people who type 'toss pumpkin
through window' won't fail because I didn't make toss a synonym of
throw.


Anyway, some of you must already have done something similar, so I wanna
hear your toughts about this =) Ways of designing the codes, some ideas
about the quest system, is the scripting language the right way of doin
g
it, etc...

Hope i've been clear... Feel free to ask anything. The game will be
available at the PyGame wiki as soons as it is playable.

Thank you already,


Giuliano Vilela.

--=_Part_125753_2896598.1183469068777

At any rate, this is what I have been thinking, at any rate.  No code
yet.

Laura


Re: [pygame] RPG Quest System

2007-07-03 Thread Phil Hassey
Regarding security, I'm still hesitant to claim it is secure, but:

svn://www.imitationpickles.org/pysafe/trunk

pysafe lets you run a secure subset of python.  I'm using it for my shareware 
game Galcon and haven't had any troubles yet.  It's also being used within the 
wesnoth project.  Be sure to carefully read all the warnings and whatnot in the 
README/NOTES files.

Phil

Laura Creighton [EMAIL PROTECTED] wrote: In a message of Tue, 03 Jul 2007 
10:24:28 -0300, Giuliano Vilela writes:
--=_Part_125753_2896598.1183469068777
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
Content-Transfer-Encoding: 7bit
Content-Disposition: inline

Hi guys,

I've done some simple small games with PyGame, and decided to move on to 
a
little fun RPG zelda-like game. I managed to make a little tile scrolling
engine, dialog and ugly interfaces, spells, itens (still under work), etc
..
etc... What I really am worried about is the, not sure what to call, que
st
system.

I can't think of a simple way of making a scenario, some things that the
hero have to do before advancing... Becouse, you know, this is pretty
huge. The quest that the hero is doing at the moment decides the dialogs 
of
the npc's, closed gates, etc etc... I'm thinking about making like a
scripting language to describe all those things, but I can't think of a
ny
way to include this in the game... It's just something so... general.

embedding a python interpreter is the way to go.  If you need
an interpreter, this is the one you want. :-)

Right now there are problems w r t security and doing this.  The
pypy rewrite of python adresses them with the 'Taint' object space,
because we want to be able to embed pypy everywhere too.  So 
while embedding python is what you want, you may not be able to if
you want to make this a commercial MM game, for instance.

Once Europython is over, I intend to (collapse and) have a vacation.
One thing I was looking at writing was a generic 'quest solving'
library, for text type quests.  Think infocom games.  We want
'throw pumpkin through window' to work, but only if the window
is open.  We also want 'defenestrate pumpkin' to work, and
'toss pumpkin through window'.

I am wondering if this library:

http://nltk.sourceforge.net/

could help with the natural language bits, but I haven't investigated
this.  One thing I do want to do is get thesarius support in there,
from some online thesarius, so that people who type 'toss pumpkin
through window' won't fail because I didn't make toss a synonym of
throw.


Anyway, some of you must already have done something similar, so I wanna
hear your toughts about this =) Ways of designing the codes, some ideas
about the quest system, is the scripting language the right way of doin
g
it, etc...

Hope i've been clear... Feel free to ask anything. The game will be
available at the PyGame wiki as soons as it is playable.

Thank you already,


Giuliano Vilela.

--=_Part_125753_2896598.1183469068777

At any rate, this is what I have been thinking, at any rate.  No code
yet.

Laura


   
-
Be a better Heartthrob. Get better relationship answers from someone who knows.
Yahoo! Answers - Check it out. 

Re: [pygame] RPG Quest System

2007-07-03 Thread Laura Creighton
In a message of Tue, 03 Jul 2007 08:42:30 PDT, Phil Hassey writes:
--0-208234050-1183477350=:68616
Content-Type: text/plain; charset=iso-8859-1
Content-Transfer-Encoding: 8bit

Regarding security, I'm still hesitant to claim it is secure, but:

svn://www.imitationpickles.org/pysafe/trunk

pysafe lets you run a secure subset of python.  I'm using it for my share
ware game Galcon and haven't had any troubles yet.  It's also being used 
within the wesnoth project.  Be sure to carefully read all the warnings a
nd whatnot in the README/NOTES files.

Phil


Oh cool.  thank you very much.  I didn't know about this -- though
I do know about wesnoth. One other reason why I haven't produced
much code recently ... 

Laura


Re: [pygame] RPG Quest System

2007-07-03 Thread Andre LeBlanc

I'm working on a similar project, but I'm sort of modelling it after the
Dragon Warrior series.  I'm at about the same point as you are.  I've got
NPCs that walk around on a big tile-base map, you can talk to them and read
signs, I've got a basic map editor too.  my problem as of late has been
coming up with a way to script the NPCs and Quests.  My map file format is
pretty terrible, but it works.  maybe there are some areas we can
collaborate on, lots of good suggestions here already that i plan to look
into.


*Giuliano Vilela [EMAIL PROTECTED]* wrote:


Hi guys,

I've done some simple small games with PyGame, and decided to move on to a
little fun RPG zelda-like game. I managed to make a little tile scrolling
engine, dialog and ugly interfaces, spells, itens (still under work), etc..
etc... What I really am worried about is the, not sure what to call, quest
system.

I can't think of a simple way of making a scenario, some things that the
hero have to do before advancing... Becouse, you know, this is pretty
huge. The quest that the hero is doing at the moment decides the dialogs of
the npc's, closed gates, etc etc... I'm thinking about making like a
scripting language to describe all those things, but I can't think of any
way to include this in the game... It's just something so... general.

Anyway, some of you must already have done something similar, so I wanna
hear your toughts about this =) Ways of designing the codes, some ideas
about the quest system, is the scripting language the right way of doing
it, etc...

Hope i've been clear... Feel free to ask anything. The game will be
available at the PyGame wiki as soons as it is playable.

Thank you already,


Giuliano Vilela.


--
Don't get soaked. Take a quick peak at the forecast
with theYahoo! Search weather shortcut.




Re: Completely OT: How do I access this address? (WAS Re: [pygame] RPG Quest System)

2007-07-03 Thread Dave LeCompte (really)
Michael Sullivan [EMAIL PROTECTED] wrote:

 On Tue, 2007-07-03 at 07:56 -0700, Phil Hassey wrote:
 Hey,

 Use python for your scripting language.  It's the best!

 (I'm not being silly either - I use python for scripting python in
 several games.  I've made an adventure game -
 svn://www.imitationpickles.org/pyweek3/trunk - which imports the
 various rooms as needed.  If you don't want to import rooms, you can
 always load them up dynamically.)

 - Phil

 I feel really stupid for not knowing this, but how do I access the above
 address?  (Or any other svn:// addresses for that matter...)

That designates a subversion repository. You'll want to install a
subversion client:
http://subversion.tigris.org/

-Dave LeCompte



Re: Completely OT: How do I access this address? (WAS Re: [pygame] RPG Quest System)

2007-07-03 Thread Phil Hassey
Michael,

http://subversion.tigris.org/

Has all the goodies you need.  Under linux it's easy (and likely installed)

svn co svn://.

Under windows try: http://tortoisesvn.tigris.org/

Phil

Michael Sullivan [EMAIL PROTECTED] wrote: On Tue, 2007-07-03 at 07:56 -0700, 
Phil Hassey wrote:
 Hey,
 
 Use python for your scripting language.  It's the best!
 
 (I'm not being silly either - I use python for scripting python in
 several games.  I've made an adventure game -
 svn://www.imitationpickles.org/pyweek3/trunk - which imports the
 various rooms as needed.  If you don't want to import rooms, you can
 always load them up dynamically.)
 
 - Phil

I feel really stupid for not knowing this, but how do I access the above
address?  (Or any other svn:// addresses for that matter...)




   
-
Get the free Yahoo! toolbar and rest assured with the added security of spyware 
protection. 

Re: Completely OT: How do I access this address? (WAS Re: [pygame] RPG Quest System)

2007-07-03 Thread Laura Creighton
In a message of Tue, 03 Jul 2007 10:13:37 PDT, Dave LeCompte (really) writes:
Michael Sullivan [EMAIL PROTECTED] wrote:

 On Tue, 2007-07-03 at 07:56 -0700, Phil Hassey wrote:
 Hey,

 Use python for your scripting language.  It's the best!

 (I'm not being silly either - I use python for scripting python in
 several games.  I've made an adventure game -
 svn://www.imitationpickles.org/pyweek3/trunk - which imports the
 various rooms as needed.  If you don't want to import rooms, you can
 always load them up dynamically.)

 - Phil

 I feel really stupid for not knowing this, but how do I access the abov
e
 address?  (Or any other svn:// addresses for that matter...)

That designates a subversion repository. You'll want to install a
subversion client:
http://subversion.tigris.org/

-Dave LeCompte

And if you are using windows, this
http://tortoisesvn.tigris.org/

is the client you want.

Laura



Re: [pygame] RPG Quest System

2007-07-03 Thread Michael Sullivan
On Tue, 2007-07-03 at 07:56 -0700, Phil Hassey wrote:
 Hey,
 
 Use python for your scripting language.  It's the best!
 
 (I'm not being silly either - I use python for scripting python in
 several games.  I've made an adventure game -
 svn://www.imitationpickles.org/pyweek3/trunk - which imports the
 various rooms as needed.  If you don't want to import rooms, you can
 always load them up dynamically.)
 
 - Phil
 
 Giuliano Vilela [EMAIL PROTECTED] wrote:
 Hi guys,
 
 I've done some simple small games with PyGame, and decided to
 move on to a little fun RPG zelda-like game. I managed to make
 a little tile scrolling engine, dialog and ugly interfaces,
 spells, itens (still under work), etc.. etc... What I really
 am worried about is the, not sure what to call, quest
 system. 
 
 I can't think of a simple way of making a scenario, some
 things that the hero have to do before advancing... Becouse,
 you know, this is pretty huge. The quest that the hero is
 doing at the moment decides the dialogs of the npc's, closed
 gates, etc etc... I'm thinking about making like a scripting
 language to describe all those things, but I can't think of
 any way to include this in the game... It's just something
 so... general. 
 
 Anyway, some of you must already have done something similar,
 so I wanna hear your toughts about this =) Ways of designing
 the codes, some ideas about the quest system, is the
 scripting language the right way of doing it, etc... 
 
 Hope i've been clear... Feel free to ask anything. The game
 will be available at the PyGame wiki as soons as it is
 playable.
 
 Thank you already, 
 
 
 Giuliano Vilela. 

I downloaded the files from the above address, but something seems a
little kooky to me.  When I ran setup.py, I got this:

[EMAIL PROTECTED] trunk $ ./setup.py 
./setup.py: line 1: from: command not found
./setup.py: line 2: try:: command not found
./setup.py: line 4: except:: command not found
./setup.py: line 5: pass: command not found
./setup.py: line 13: data: command not found
./setup.py: line 14: *.txt,: command not found
./setup.py: line 15: data/*,: No such file or directory
./setup.py: line 16: ]: command not found
./setup.py: line 18: syntax error near unexpected token `('
./setup.py: line 18: `for d in glob.glob('data/*'):'

Why would it trip over the 'from' keyword?  I opened setup.py up in vim
and from is syntactically coloured, so it should be a valid keyword.
I'm running Gentoo Linux.  I'm going to try remerging python



Re: [pygame] RPG Quest System

2007-07-03 Thread Casey Duncan


On Jul 3, 2007, at 10:55 AM, Michael Sullivan wrote:
[..]


I downloaded the files from the above address, but something seems a
little kooky to me.  When I ran setup.py, I got this:

[EMAIL PROTECTED] trunk $ ./setup.py
./setup.py: line 1: from: command not found
./setup.py: line 2: try:: command not found
./setup.py: line 4: except:: command not found
./setup.py: line 5: pass: command not found
./setup.py: line 13: data: command not found
./setup.py: line 14: *.txt,: command not found
./setup.py: line 15: data/*,: No such file or directory
./setup.py: line 16: ]: command not found
./setup.py: line 18: syntax error near unexpected token `('
./setup.py: line 18: `for d in glob.glob('data/*'):'

Why would it trip over the 'from' keyword?  I opened setup.py up in  
vim

and from is syntactically coloured, so it should be a valid keyword.
I'm running Gentoo Linux.  I'm going to try remerging python



I think you tried to execute setup.py directly (your shell will  
assume it is a shell script).


try:

python setup.py install

instead. Note you may need to become root first--use su or sudo

-Casey



Re: [pygame] RPG Quest System

2007-07-03 Thread Giuliano Vilela

There are a lot of different ways you could implement this, but the idea
is the same. you want an organized collection of information about what
you have and have not done yet. Then if quest[Killed the Dragon]==True
the dragon doesn't appear on the map any more. Stuff like that.

I want something among those lines!! But not just a collection of
information, I guess it would be more like a way to make my own classes
behave differently according to the information in the script, just as some
of you guys described in the messages. I guess i'll be implementing small
actions one by one, untill I have a base of actions that can describe the
game situation.

I'm working on a similar project, but I'm sort of modelling it after the
Dragon Warrior series.  I'm at about the same point as you are.  I've got
NPCs that walk around on a big tile-base map, you can talk to them and read
signs, I've got a basic map editor too.  my problem as of late has been
coming up with a way to script the NPCs and Quests.  My map file format is
pretty terrible, but it works.  maybe there are some areas we can
collaborate on, lots of good suggestions here already that i plan to look
into. 

We're definetly working on something very similar, I'll try to implement
something and send some e-mails to you then =).
ps: my map format is really butt ugly too xD


Re: [pygame] RPG Quest System

2007-07-03 Thread Giuliano Vilela

Oh, I forgot to mention... I've looked in the PyGame wiki for an RPG that
has already implemented a similar system, but haven't found any. Does anyone
have the link for an open source rpg in pygame that uses a feature like
that?

On 7/3/07, Giuliano Vilela [EMAIL PROTECTED] wrote:


There are a lot of different ways you could implement this, but the idea
is the same. you want an organized collection of information about what
you have and have not done yet. Then if quest[Killed the Dragon]==True
the dragon doesn't appear on the map any more. Stuff like that.

I want something among those lines!! But not just a collection of
information, I guess it would be more like a way to make my own classes
behave differently according to the information in the script, just as some
of you guys described in the messages. I guess i'll be implementing small
actions one by one, untill I have a base of actions that can describe the
game situation.

I'm working on a similar project, but I'm sort of modelling it after the
Dragon Warrior series.  I'm at about the same point as you are.  I've got
NPCs that walk around on a big tile-base map, you can talk to them and read
signs, I've got a basic map editor too.  my problem as of late has been
coming up with a way to script the NPCs and Quests.  My map file format is
pretty terrible, but it works.  maybe there are some areas we can
collaborate on, lots of good suggestions here already that i plan to look
into. 

We're definetly working on something very similar, I'll try to implement
something and send some e-mails to you then =).
ps: my map format is really butt ugly too xD



Re: [pygame] RPG Quest System

2007-07-03 Thread Andre LeBlanc

The closest thing I've found is the pyweek3 example that Phil posted here
earlier, I've been looking over it for a couple of hours now, trying to
figure out how the state engine works and how i can use it to load map
information.  it looks like each map should be implemented like the Rooms in
that example, being __import__'ed like that.  i'll be honest though, alot of
that code is over my head.

On 7/3/07, Giuliano Vilela [EMAIL PROTECTED] wrote:


Oh, I forgot to mention... I've looked in the PyGame wiki for an RPG that
has already implemented a similar system, but haven't found any. Does anyone
have the link for an open source rpg in pygame that uses a feature like
that?

On 7/3/07, Giuliano Vilela [EMAIL PROTECTED] wrote:

 There are a lot of different ways you could implement this, but the
 idea
 is the same. you want an organized collection of information about what
 you have and have not done yet. Then if quest[Killed the Dragon]==True
 the dragon doesn't appear on the map any more. Stuff like that.

 I want something among those lines!! But not just a collection of
 information, I guess it would be more like a way to make my own classes
 behave differently according to the information in the script, just as some
 of you guys described in the messages. I guess i'll be implementing small
 actions one by one, untill I have a base of actions that can describe the
 game situation.

 I'm working on a similar project, but I'm sort of modelling it after
 the Dragon Warrior series.  I'm at about the same point as you are.  I've
 got NPCs that walk around on a big tile-base map, you can talk to them and
 read signs, I've got a basic map editor too.  my problem as of late has been
 coming up with a way to script the NPCs and Quests.  My map file format is
 pretty terrible, but it works.  maybe there are some areas we can
 collaborate on, lots of good suggestions here already that i plan to look
 into. 

 We're definetly working on something very similar, I'll try to implement
 something and send some e-mails to you then =).
 ps: my map format is really butt ugly too xD





Re: [pygame] RPG Quest System

2007-07-03 Thread Phil Hassey
Hey,

Do this instead:
$ python main.py

-Phil

Michael Sullivan [EMAIL PROTECTED] wrote: On Tue, 2007-07-03 at 07:56 -0700, 
Phil Hassey wrote:
 Hey,
 
 Use python for your scripting language.  It's the best!
 
 (I'm not being silly either - I use python for scripting python in
 several games.  I've made an adventure game -
 svn://www.imitationpickles.org/pyweek3/trunk - which imports the
 various rooms as needed.  If you don't want to import rooms, you can
 always load them up dynamically.)
 
 - Phil
 
 Giuliano Vilela  wrote:
 Hi guys,
 
 I've done some simple small games with PyGame, and decided to
 move on to a little fun RPG zelda-like game. I managed to make
 a little tile scrolling engine, dialog and ugly interfaces,
 spells, itens (still under work), etc.. etc... What I really
 am worried about is the, not sure what to call, quest
 system. 
 
 I can't think of a simple way of making a scenario, some
 things that the hero have to do before advancing... Becouse,
 you know, this is pretty huge. The quest that the hero is
 doing at the moment decides the dialogs of the npc's, closed
 gates, etc etc... I'm thinking about making like a scripting
 language to describe all those things, but I can't think of
 any way to include this in the game... It's just something
 so... general. 
 
 Anyway, some of you must already have done something similar,
 so I wanna hear your toughts about this =) Ways of designing
 the codes, some ideas about the quest system, is the
 scripting language the right way of doing it, etc... 
 
 Hope i've been clear... Feel free to ask anything. The game
 will be available at the PyGame wiki as soons as it is
 playable.
 
 Thank you already, 
 
 
 Giuliano Vilela. 

I downloaded the files from the above address, but something seems a
little kooky to me.  When I ran setup.py, I got this:

[EMAIL PROTECTED] trunk $ ./setup.py 
./setup.py: line 1: from: command not found
./setup.py: line 2: try:: command not found
./setup.py: line 4: except:: command not found
./setup.py: line 5: pass: command not found
./setup.py: line 13: data: command not found
./setup.py: line 14: *.txt,: command not found
./setup.py: line 15: data/*,: No such file or directory
./setup.py: line 16: ]: command not found
./setup.py: line 18: syntax error near unexpected token `('
./setup.py: line 18: `for d in glob.glob('data/*'):'

Why would it trip over the 'from' keyword?  I opened setup.py up in vim
and from is syntactically coloured, so it should be a valid keyword.
I'm running Gentoo Linux.  I'm going to try remerging python



   
-
Looking for a deal? Find great prices on flights and hotels with Yahoo! 
FareChase.

Re: [pygame] RPG Quest System

2007-07-03 Thread Greg Ewing

Giuliano Vilela wrote:
I'm thinking about making like a 
scripting language to describe all those things


You've already got a scripting language -- it's called Python!

The quests could be modules that get imported and plant
specialised subclasses of object in the game, such as
a gate that opens when you're carrying the appropriate
item, etc.

--
Greg


Re: [pygame] RPG Quest System

2007-07-03 Thread Giuliano Vilela

I can see what i'm going to code now =). Just have to change the map
descripting to xml for easier parsing porpuses and i'll begin...
But now I can see Phil's point... I looked at the library ref for the exec
and __import__ functions (guess i'll use those) but i'm not sure if I can
(should) allow someone to put an arbritary python code in my app, that would
be too 'risky'. Sure I could manipulate the globals and locals, but still
i'm not sure...

The subclasses idea for the scripting sounds very, very nice =)

On 7/3/07, Greg Ewing [EMAIL PROTECTED] wrote:


Giuliano Vilela wrote:
 I'm thinking about making like a
 scripting language to describe all those things

You've already got a scripting language -- it's called Python!

The quests could be modules that get imported and plant
specialised subclasses of object in the game, such as
a gate that opens when you're carrying the appropriate
item, etc.

--
Greg