Fantasy World Creations

Fantasy World Creations => General Discussion => Independent Projects => Topic started by: Kazamatta on October 19, 2012, 07:37:40 PM

Title: World of Eldorantha
Post by: Kazamatta on October 19, 2012, 07:37:40 PM
This is written using Python as well as a python text based game pdf and refference to a text based game called Shadows of Kalendale:

Title: Re: World of Eldorantha
Post by: mrlemke on October 20, 2012, 08:53:34 AM
How old is this PDF you are learning from? This looks a lot like C written in Python.
Have you learned about objects yet? I'm noticing code that should be placed inside of an object and not declared globally.
You could reduce the size your training function by moving often used code into functions and then using those functions.
You should also separate your data from your code by moving your room, npc, and item definitions into flat files (XML would likely be best).

Do you have any designs for this yet or are you just coding the engine first?
Title: Re: World of Eldorantha
Post by: Hasabushi on October 20, 2012, 02:01:40 PM
I thought the same thing, also a lot of the descriptions could be accessed from an external source like XML or csv text. Just saying.

Quoteoops just realized that I repeated what Dan said lol, I should probably read the entire post first :D


Title: Re: World of Eldorantha
Post by: lightspeed15 on October 20, 2012, 06:05:41 PM
Triple posting...

(http://cdn.memegenerator.net/instances/400x/21481239.jpg)

Not on my watch!! :)

OMG You did not just MEME ME!

(http://fantasyworldcreations.com/images/memeattack.jpg)
Title: Re: World of Eldorantha
Post by: Hasabushi on October 20, 2012, 07:46:16 PM
I'm an admin I can post what the heck ever I want, You edit my posts again and I'll demote you to seedling :P

Also your post is outside the subject matter of this thread!

YOU HAVE BEEN WARNED!! o-E

Title: Re: World of Eldorantha
Post by: Hasabushi on October 20, 2012, 07:47:58 PM
Here is that link I posted in chat Kaz, http://wiki.python.org/moin/PythonXml (http://wiki.python.org/moin/PythonXml) that will give you imports for using parsing XML, if you don't know XML you can always use a flat file of plain deliminted text files, though XML is easy enough to learn. I think python 3 may already have those imports.
Title: Re: World of Eldorantha
Post by: Hasabushi on October 20, 2012, 07:48:25 PM
Also I'm not sure if you want to run this from shell or if your looking to use a framework, this is  a GUI that I'm currently using for windows development with python. http://dabodev.com/. (http://dabodev.com/.) I'm also seriously thinking that if we start offering programming tutorials (for games) and have the meta data reflect such we could get a lot more members.. just saying
Title: Re: World of Eldorantha
Post by: lightspeed15 on October 20, 2012, 08:39:32 PM
Hasa what the hell, not funny

I've cheated the system and made myself admin once more
Title: Re: World of Eldorantha
Post by: Kazamatta on October 21, 2012, 03:15:48 PM
Im not sure of the date of publication on the pdf file but when i had it opened before my comp ost power it said latest version of python was version 2.5.
Title: Re: World of Eldorantha
Post by: Hasabushi on October 21, 2012, 05:28:46 PM
eww yeah python 3.3 is the newest it has supports alot of imports and new functions that 2.5 dosen't.
Title: Re: World of Eldorantha
Post by: Hasabushi on October 21, 2012, 05:34:01 PM
Hey Kaza try this its kind of cheesy but it uses python 3.1 and there are some good coding techniques spread throughout it that will help.
http://inventwithpython.com/chapters/ (http://inventwithpython.com/chapters/)
Title: Re: World of Eldorantha
Post by: binarymichael on June 11, 2013, 12:50:17 PM
Hey, glad my code came in handy for someone! I originally created the code for Shadows of Kalendale just to learn python, but it kind of evolved (which is why none of it was OO). The data was mean to be exported via Pickle when the game was finished, that way it could be "somewhat" encrypted which could be done to this code with very little work by dis-assembling the current load/save function and creating a copy as a new function simply for loading data. The main reason this was done was originally I was going to create a game editor as a separate program but never actually got around to it. However the code has been cleaned up quite a bit since this revision. I'm glad my weather system is still being used, I wasn't sure if I should keep it in or not, as I always considered kind of clunky. The executable can be found at shadowsofkalendale.blogspot.com but I may post the updated source there soon if it helps anyone.
Title: Re: World of Eldorantha
Post by: Hasabushi on June 11, 2013, 08:29:03 PM
I'm currently programming In unity 3d they have a python style script called boo, glad to have you on. kaz hasn't been on on quite sometime I might try to email him to get him back. I wouldn't, mind seeing that updated code. :)

Title: Re: World of Eldorantha
Post by: Throndir on June 12, 2013, 05:19:09 PM
I agree with Hasabushi there, if you've done work, you might as well show it to the world! :D
Title: Re: World of Eldorantha
Post by: binarymichael on June 17, 2013, 07:57:26 AM
Done! Here's the Python script:

Shadows v00000.96 py (http://"http://bitly.com/1bNlvXM")

The method to my madness is posted on my blog. And awesome on using Unity! I've been playing around with it for a bit now too. I haven't touched Boo though, only C# and JS. Anything specific you're working on in it?
Title: Re: World of Eldorantha
Post by: Hasabushi on June 17, 2013, 08:07:51 AM
I'm creating a generational role-playing game similar to the Guild II, but much more in depth.
Title: Re: World of Eldorantha
Post by: Kazamatta on December 11, 2016, 04:44:23 PM
@binarichael
its great to see that your game has expanded i played it back before i ever started this project and it was a really fun game it remided me of when i first started playin rpgs they were tbrpg that i began on i thought the genre had died and it was sad to see so mamy ppl stop playin them i will try to check out the new version soon i look forward to playin it thank you for allowin the code to be open source i was workin on this project for fun and it was a learning experience much more informative and enjoyable way to learn than goin through hours of tutorials and help files keep up the good work thanks again