pygame is
Simple DirectMedia Layer is
Site Swing
A History of Yurtdra - ABANDONED

A History of Yurtdra - ABANDONED - 0.0 as of now

J. R. Hard (roguegamer)



== ABANDONED PROJECT - The author of this project has long given up on this == I've given up on my other project because I'm just not ready to dive into graphics yet. So, I found some old files on my PC where a friend and I had laid out all the specifics we wanted in a game. I do plan on finishing this, and though it will be completely text-based, it will have unprecedented depth. Features shall include: A world of randomly generated cities, dungeons, and wilderness;Procedurally generated quests, nobles, etc.;Detailed system of wounds, infection, bleeding, and injuries specific to anatomy; Weapons with varying damage types, weights, materials; 25 Alchemical effects; Randomly generated alchemical ingredients; 4 highly-detailed magic classes; 21 Skills; 7 Major Attributes; and any other features that might be added along the way. The game will allow very close interaction with NPCs, anywhere from intimidating a peasant to do some work for you while you have a few at the pub, to slipping your latest alchemical experiment into the nobleman's wineglass when he isn't looking.


Home Page:


A History of Yurtdra - ABANDONED - 0.0 as of now - Nov 19, 2009 account Comments

If you wish to leave a comment with your account, please sign in first.

November 24, 2009 4:12pm - J. R. Hard - nickname: (roguegamer)
===== ! ! ! =====
SINCE I am at a stand-still with my roguelike, I am now going to be writing an rpg game. I've got more experience with writing rpgs anyway, and it's more my speed. I don't know that I can deal with all the technicalities of output, so I'll mess with the technicalities of highly detailed game logic.
===== ! ! ! =====
November 21, 2009 4:33pm - J. R. Hard - nickname: (roguegamer)
Excellent; by looking over some source code for Python Dungeon Crawler by Max Power, I discovered the useful (and embarrassingly obvious) way to make a two-dimensioned array.

world = [[1, 1, 1],[1, 0, 1],[1, 1, 1]]

Still playing around with my actors, etc. Luckily, with this much more efficient structure (I just started using Python less than a week ago) I can create pseudo-graphics in the console, so I can begin fleshing out an engine regardless of my lack of graphics right now.
November 21, 2009 2:01pm - J. R. Hard - nickname: (roguegamer)
Downloaded and played Plague. Not bad, but an overdone arcade concept with lots of nicer features than usual. That ISN'T the kind of game I'd like to write.

Today I experimented with writing Actor, Room, Item, and AttackType classes. I was very pleased with what I saw, but these are all being tested with console messages, not graphics. It would be useful to find a forum or community of other coders willing to step me through graphics (or at least ASCII console graphics).
November 20, 2009 7:43am - J. R. Hard - nickname: (roguegamer)
Hmm, judging from the screenshots, Plague looks to be more of a wilderness game with arcade-like mobs of zombies. Not the style game I want to write. I want mine to be in a nice, squared-off city (perhaps even with z-levels for multiple story buildings and rooftops) and have the ability to build barricades, traps, etc. with other survivors you find along your journey.

I'm not trying to write an arcade game as much as I am a more RPG-ish roguelike, something almost like turning Nethack into a free-roaming, zombie-survival game. I'm talking something more on the realistic side than Survival Crisis Z, too.
November 20, 2009 7:37am - J. R. Hard - nickname: (roguegamer)
Yeah. Do you suppose I should just try backwards engineering someone else's roguelike? That feels like a messy project, but I really need to get this graphics thing down.
November 20, 2009 2:06am - Koen Lefever - nickname: (koenlefever)
Perhaps you should check out the game Plague by Benedict Carter here on Pygame, it sounds like it is pretty much what you intend to create:
November 19, 2009 9:35pm - J. R. Hard - nickname: (roguegamer)
Eh.. ignore that terribly faulty structure I posted. That's obviously NOT what I use, but the idea's the same.
November 19, 2009 9:25pm - J. R. Hard - nickname: (roguegamer)
I have a basic grip on Python and have found that every PyGame tutorial I try is all about platforming, and I really need a better grip on outputting text to a position on-screen. It would also be helpful for me to know if there is any way at all to produce a 2-dimensional array in Python for my world generation; my current prototypes use large dictionaries with a structure like this:

for y in range(100):
> > > for x in range(100):
> > > > > > world.append('{0} {1}'.format(x, y)

This is a REAL pain. Please tell me there is a better way.

Still awaiting help!
November 19, 2009 6:22pm - J. R. Hard - nickname: (roguegamer)
I would welcome any pointers or advice on getting some output rolling here. I need help getting my games out of the text-based adventure console and into the tile-based world of roguelikes and others.

Please help!

our projects welcomes all python game, art, music, sound, video and multimedia projects. If they use pygame or not.
recent releases
Feb 21, 2017

Jan 31, 2017

Jan 24, 2017

Jan 18, 2017

Jan 7, 2017

Dec 30, 2016

Dec 8, 2016

Nov 28, 2016

Nov 27, 2016

... more!
for pygame related questions, comments, and suggestions, please see help (lists, irc)