Re: [pygame] RPG Quest System
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
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
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
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
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
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
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
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
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
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)
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)
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)
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
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
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
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
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
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
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
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
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