Tried to use bluemarine but I can’t figure it out, so another noise reduced picture courtesy of gimp.
First time that I’ve tried to edit a photo on gimp to make the colours more lively and improve the results, not quite happy going to try again with a Lightroom clone called bluemarine
A baby Squirrel.
Curious? Yes curious, I say this little guy while walking on the road, I managed to snap this picture from quite the distance afraid to get closer in case he runs off. He was hanging around for a few minutes cautiously peeking into the hole behind him before ducking in to explore a whole new world.
I spent a large part of January planning this game, and as of writing this the coding has yet to start but I estimate that completing the game will take no more than a few hours this weekend to complete. The chunk of time I spent design the game, the pseudo / actually code scripts and figuring out how to track user events, game events and the flow chart has helped sort out a lot of key problems I would have otherwise had if I used my usual head first method of diving right in making a mess getting an idea of how things should flow scraping work done and starting all over again.
A text adventure has the beauty of being as complex or as simple as I the designer wants. I wanted to design a game that is follows a fairly linear path and that changes during each play through. Using this idea as my corner-stone I decided that I wanted the game to have two character options, a ranger or a mage, the ranger was a male character and the mage a female one. The game is radically or more accurately subtly different when playing with either character, it is simple things such as the ranger has to complete the game without loosing health and the mage can cast healing spell, or the ranger is capable of dealing and taking more damage than the mage.
The game is subdivided into two main sections, the first section is the Tower where your character needs to traverse the game and save a princess or prince depending on whom you’re playing, this character is intricately woven into the gameplay by being able to provide the player with health and distance attacks if the player is the ranger or a defensive / offensive mover if the player is the mage, the player must not let this character die or will need to start again.
The main trunk of the story will be the same for either character, the only change will be about social interaction between the two characters, hopefully create an emotional connection by the player towards the two main characters.
A simple overview the player enters a magical forest and decides to camp in a clearing for the night and when the player awakens to see a tower that sprouted overnight and being the curious type, they enter the tower.
Setting and Game Play
I’m trying to design the game to be as non liner as possible, or to be more accurate and less misleading, I want the game to be dynamic, the gameplay is dynamic through having different characters with different stats, and most enemies will have more than one method of defeating or getting by.
The tower consists of four floors and each floor has something to overcome and an item to collect that may or may not help in the future. The top floor you need to fight the main tower boss and save the character trapped in their.
The forest has been divided into a grid similar to that of a tic tac toe board numbered from 1 to 9, number for each zone will be given at random so that the player will not go through the same path on each play through, however due to time constraints each zone will be fairly linear.
As an additional challenge the player needs to escape the forest with a set limit of time or they will be lost in the forest forever.
Code: Buggy and Hackey
Even though I spent countless hours trying to perfectly plan the game in my head, on paper and in small utility scripts I think all that will go right out the window when I sit down to write it. The game will work but I have a nasty feeling that the code will be ugly and hackey unless I have time to refactor it.
I’m hoping to separate everything into classes, functions, or separate files so that in the future I will be able to reuse the code or atleast the concepts in the code. I’m trying to keep the code as readable (ugly but readable) and forgo trying to make it as efficient as ever maybe someone else can go ahead and do it for me.
The version of Python I have decided to use for this game is Python 2.7 in the IronPython flavour simply because I have yet to see a IDE better than Visual Studio. As of this moment no additional modules are needed or will be used, except maybe for the countdown timer or a curses module for the UI.
Summary or tl;dr
Nothing much to say in all honesty I’m still trying to learn the intricacies of programing and particularly python, so this is a learning experience much more than anything else.
Considering how much time has actually gone and that I have only a weekend to complete I hope that I can complete my specifications and make the game I want.
This is not an excercise in coding it is in completing a game, and in doing so I will write it as hackey as I need to just so that it works.