How To Make A Rpg Game In Python Average ratng: 4,6/5 3720reviews

I made a fantasy RPG from scratch using Python. At the moment the game only works with Python. I've been wanting to make a small RPG type game for a while.

How To Make A Rpg

Yeah, the title says it all really. There's a game I've been wanting to make for a while, only I haven't managed to get the hang of graphics using C++, which had been my language of choice, so I decided to learn python while I was at it. I've been surprised at how quickly it's moving along; what I've got so far is about three days worth of work. This is the first big thing I've ever done in python, so it probably isn't the best or neatest code, but it works. The point of this thread is to get people's opinions about what I've done so far and get suggestions for what to do next.

So far, my effort has been concentrated on the overworld/map part of the game. Pokemon Soulsilver Nds Rom Deutsch. In addition to the below, I've got some rudimentary menu setups with buttons and a few nondescript informative display objects.

Jan 31, 2012 This is the first episode on how to make a RPG in Python. I'll be making more if this is liked. The code gets stuck within the yes_or_no function right after the user input. No error message, please help! As you can see all I am trying to do is effectuate a.

Implemented features (* is recently implemented features): Can control player using arrow keys Collision detection with map edge Can set player speed Objects can sit on the map, blocking or allowing player motion, and be moved/removed/added Objects can be interacted with using spacebar, causing a preset effect Objects (including player) can have animations set to play on command, which will either loop, pause, or play a different animation once run through. Animations can be paused and added to existing objects, but cannot be removed. Player must have four 'idle' animations (one in each direction) and four 'moving' animations (again, one in each direction) as well as a default animation to handle errors. Maps can be animated as well, though they can only have one constantly looping animation. Portals between maps can be added to maps. A portal is set to open either from all sides or from a particular side, can be open or shut, and must have four animations corresponding to closed, open, closing, and opening states.

(note animations do not need to be more than one frame) *Map will scroll around the player as they move, keeping the player within a specified rectangle on the actual screen. Planned features (meaning I know how I'm going to do them and just haven't finished them yet): Player motion will have the option of being a little more detailed, with running added Portals will be able to move a player to a different spot on the same map. Minor update: the map now has a main player around which it is centered, so that the player is always within a designated rectangle on the screen. The default is for the player to always be in the center (rectangle with width/height 1), and it can be modified so that the rectangle is of any size and can be offset from the center (if you want more room on one side of the map for a display or something). I've also set up some of the framework for adding multiple players, but there's still a few barriers to doing that. Next goal is to make some generic NPC type things, to make sure they all do what they're supposed to. I'll have one change the map, one start a cutscene and one bring up a text box type thing.

Other suggestions are welcome. I've glanced briefly through most of those, but didn't find anything too useful that I didn't want to do differently (For example, while there are several very good examples of tiled-map engines/generators, I'm using a non-tiled map). On the other hand, I hadn't seen Fabula before, which indeed seems more complete. I'll take a closer look at it later. Progress has been very slow the past week or so, partly because school, and partly because I'm having a lot of trouble with text boxes. Pygame text is not very flexible or easy to work with, though it might be just that I haven't been trying the right things.