[pygame] Tactics Game Demo

2008-01-29 Thread Kris Schnee
Oh! I forgot to mention that I'd finished the new demo of my tactical 
combat game.


 (Windows EXE)
 (Source version)

It's still messy, but closer to being an actual game in that it's got 
data loaded from files, multiple attack types, and a sequence of battles 
interspersed with story scenes.


Re: [pygame] Tactics Game Demo

2007-12-17 Thread Patrick Mullen
Pretty cool.  I love this sort of game.  My first pyweek entry was a
fire emblem clone: http://www.spinheaddev.com/downloads/mechrev.zip

Several things brought it down though.  The interface had too much
clicking, the strategy was unsound, and my a* was much too slow.  Take
a look at the source if you like, maybe you can find something useful
in there.  Although I doubt it.  One of the best games I've made, and
probably some of the worst code I've seen in my life :)

Your tactics demo seems pretty hard to win, have to make better use of
those healers I guess!


RE: [pygame] Tactics Game Demo

2007-12-17 Thread Ronald Lew

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: pygame-users@seul.org
> 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"

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[pygame] Tactics Game Demo

2007-12-15 Thread Kris Schnee
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"