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Author Topic: Land of Land - My Text-Based RPG Thing  (Read 1674 times)

Orange Wizard

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Land of Land - My Text-Based RPG Thing
« on: March 30, 2013, 12:11:59 am »

Hello, all.

After much practice, tutorial-reading, guide-reading, practice, practise, and more tutorial-reading, I have decided to create a text-based RPG using everyone's favourite programming language, which may not actually be people's favourite, Python. (version 3.3).

It shall be called Land of Land.

The idea is as follows: write some (OK, maybe about 1000 lines) code which will take data from various files and use it to run a game in a world which is defined entirely by the data in said files.
This would include spells, crafting, trade, cities, dungeons, probably not quests because that would be messy, a plethora of places, creatures, people, factions and groups, reputation with said groups, and the player.

I've started of v0.1. I'll upload the code (and the official game release, which will pretty much be the code) sometime soon, if people are interested.

[EDIT]Version 0.1 is done, and is somewhere around here.
« Last Edit: April 01, 2013, 03:13:39 pm by InsanityIncarnate »
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P(ony)SI

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Re: Land of Land - My Text-Based RPG Thing
« Reply #1 on: March 30, 2013, 11:50:37 am »

Don't overwhelm yourself with ideas. Envisioning your finished product is certainly good motivation, but making too many ideas from the start will just frustrate you when nothing works.

Also, I'd advise you that instead of working on your file interpreter, you should work on something more simple, like moving around a level. Make anything that isn't program logic, like items, hardcoded before you store it in external files.

That said, happy programming!
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sjm9876

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Re: Land of Land - My Text-Based RPG Thing
« Reply #2 on: March 30, 2013, 04:28:10 pm »

This sounds rather neat. i look forward to playtesting ;)
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Anvilfolk

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Re: Land of Land - My Text-Based RPG Thing
« Reply #3 on: March 30, 2013, 08:07:50 pm »

Oooh, nice!

That's more a dream project than it is a first project. You might want to deliberately limit the types of interactions and stuff that you're going to have, for starters. Otherwise, if you're anything like me, you'll stress out due to having to think about too many things at once, and never having anything working, that you'll drop the project.

Also, Python is a *wonderful* starting language. I'm working on something similar, in Python as well. I'm currently reading quite a bit of data from XML, though interactions are hard-coded. Here's the kind of xml file I am parsing using this class. I'm using some pretty awesome python features that make reading from XML infinitely easier than with most other languages.

It might be a good source of inspiration :) Let me know if you have any questions :)

Orange Wizard

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Re: Land of Land - My Text-Based RPG Thing
« Reply #4 on: March 31, 2013, 11:08:30 pm »

Don't overwhelm yourself with ideas. Envisioning your finished product is certainly good motivation, but making too many ideas from the start will just frustrate you when nothing works.

Also, I'd advise you that instead of working on your file interpreter, you should work on something more simple, like moving around a level. Make anything that isn't program logic, like items, hardcoded before you store it in external files.

That said, happy programming!
Hm. My 'file interpreter' is literally just
Code: [Select]
from data_files import *seeing as my data is stored as a Python-readable list.

I've also already run into the 'too many ideas' problem. Also the 'too much code' problem, but that's another story.

Oooh, nice!

That's more a dream project than it is a first project. You might want to deliberately limit the types of interactions and stuff that you're going to have, for starters. Otherwise, if you're anything like me, you'll stress out due to having to think about too many things at once, and never having anything working, that you'll drop the project.

Also, Python is a *wonderful* starting language. I'm working on something similar, in Python as well. I'm currently reading quite a bit of data from XML, though interactions are hard-coded. Here's the kind of xml file I am parsing using this class. I'm using some pretty awesome python features that make reading from XML infinitely easier than with most other languages.

It might be a good source of inspiration :) Let me know if you have any questions :)
I've dropped a lot of the interactions and suchlike from 0.1. The inventory system is broken, talking to people does nothing (to the point where I just made them tell you that talking does nothing) but the combat seems to be working.

So far, it is possible to travel between 'locales', and several of these make up a 'region'. Each 'region' has a list of monsters that can be found there, and travelling between 'locales' will begin combat with a randomly selected monster.

The XML nonsense seems a little to much for me, but I think I'm just biased to my nested lists, and calling up goblins by typing CREATURES[4][1].

...

I'm looking for a place to upload the files, once I've got my setup script going.

[EDIT] v0.1 is hosted here. I figured that this made more sense than, say, photobucket.

Let me know what you think!
« Last Edit: March 31, 2013, 11:55:25 pm by InsanityIncarnate »
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Please don't shitpost, it lowers the quality of discourse
Hard science is like a sword, and soft science is like fear. You can use both to equally powerful results, but even if your opponent disbelieve your stabs, they will still die.