RE: [pygame] Can the pygame infrastructure be used for non-graphical text-mode games?
Thank you for those links, it does look very interesting for what I have in mind. Peter > -Original Message- > From: owner-pygame-us...@seul.org On > Behalf Of Nicholas H.Tollervey > Sent: Thursday, June 18, 2020 3:02 PM > To: pygame-users@seul.org > Subject: Re: [pygame] Can the pygame infrastructure be used for non-graphical > text-mode games? > > The wonderful Dan Pope (lordmauve), who also runs PyWeek, wrote this funky > project that sounds exactly like what you're looking for: > > https://github.com/lordmauve/adventurelib > > Documentation here: > > https://adventurelib.readthedocs.io/en/stable/ > > Dan is a developer I have a huge amount of respect for (he's also a buddy > too), > and I believe the quality of his code will be good, the documentation > comprehensive and he'd be open to feedback, bug reports and suggestions. > > For what it's worth, I'm currently writing a simple MUD engine in Python (a > multi-user text based adventure game), which I'll be presenting at EuroPython > in > just over a month > (https://ep2020.europython.eu/talks/AGaSaW8-how-to-run-a-corridor-track-in- > a-remote-conference-with-python/) > > Best of luck. > > On 18/06/2020 01:40, pjfarl...@earthlink.net wrote: > > A lot of the old "adventure" games and similar game efforts from the > > very early days of computing were strictly text-mode games with no > > graphics used (or needed) at all. > > > > The old code base for such games wasn't always very well organized or > > designed, they just (mostly) worked. I had a thought that updating > > such a game's design and structure with more modern design principles > > and supporting architecture would be an interesting exercise. > > > > Is it possible to use the pygame infrastructure to implement > > text-mode-only games? Without having to pick window sizes and > > resolutions and set fonts and font sizes, etc., etc., on a graphical > > surface? > > > > IOW, can the pygame keyboard input and screen output processes be > > replaced with simple python raw_input() and print() calls? > > > > Or am I just looking at the wrong library to use for such games? > > > > TIA for your advice and opinion. > > > > Peter --
Re: [pygame] Can the pygame infrastructure be used for non-graphical text-mode games?
The wonderful Dan Pope (lordmauve), who also runs PyWeek, wrote this funky project that sounds exactly like what you're looking for: https://github.com/lordmauve/adventurelib Documentation here: https://adventurelib.readthedocs.io/en/stable/ Dan is a developer I have a huge amount of respect for (he's also a buddy too), and I believe the quality of his code will be good, the documentation comprehensive and he'd be open to feedback, bug reports and suggestions. For what it's worth, I'm currently writing a simple MUD engine in Python (a multi-user text based adventure game), which I'll be presenting at EuroPython in just over a month (https://ep2020.europython.eu/talks/AGaSaW8-how-to-run-a-corridor-track-in-a-remote-conference-with-python/) Best of luck. On 18/06/2020 01:40, pjfarl...@earthlink.net wrote: > A lot of the old "adventure" games and similar game efforts from the very > early days of computing were strictly text-mode games with no graphics used > (or needed) at all. > > The old code base for such games wasn't always very well organized or > designed, they just (mostly) worked. I had a thought that updating such a > game's design and structure with more modern design principles and > supporting architecture would be an interesting exercise. > > Is it possible to use the pygame infrastructure to implement text-mode-only > games? Without having to pick window sizes and resolutions and set fonts > and font sizes, etc., etc., on a graphical surface? > > IOW, can the pygame keyboard input and screen output processes be replaced > with simple python raw_input() and print() calls? > > Or am I just looking at the wrong library to use for such games? > > TIA for your advice and opinion. > > Peter > -- > > signature.asc Description: OpenPGP digital signature
Re: [pygame] Can the pygame infrastructure be used for non-graphical text-mode games?
Forwarding my earlier response to the whole list in case anyone else is interested: I don't know that I'd bother to implement that in pygame when there are already engines designed for text adventures. The one I'm most familiar with is Inform 7, though Inform is an unusual programming language because it tries to read like natural language. For example, "The bottle is on the table. The table is in the Dining Room. The Dining Room is west of the Kitchen." is a compilable snippet of Inform code. If your interest is in the technical architecture, this might or might not work for your purposes. You could try asking for other engine recommendations in the intfiction.org forums. The text adventure community, though niche, is still thriving and making new games! From: owner-pygame-us...@seul.org on behalf of pjfarl...@earthlink.net Sent: Wednesday, June 17, 2020 8:40 PM To: pygame-users@seul.org Subject: [pygame] Can the pygame infrastructure be used for non-graphical text-mode games? A lot of the old "adventure" games and similar game efforts from the very early days of computing were strictly text-mode games with no graphics used (or needed) at all. The old code base for such games wasn't always very well organized or designed, they just (mostly) worked. I had a thought that updating such a game's design and structure with more modern design principles and supporting architecture would be an interesting exercise. Is it possible to use the pygame infrastructure to implement text-mode-only games? Without having to pick window sizes and resolutions and set fonts and font sizes, etc., etc., on a graphical surface? IOW, can the pygame keyboard input and screen output processes be replaced with simple python raw_input() and print() calls? Or am I just looking at the wrong library to use for such games? TIA for your advice and opinion. Peter --