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- Current Features:
- Play:
- Navigable map of rooms
- Room inventories
- Examine objects and locations
- If first time in room: long description
- If seen before: short description
- north and n both move (+south ect...)
- Player Inventory
- Pick up and drop objects
- Object Inventories (like a box of things)
- System:
- Restart Game
- Help Info
- Exit Game
- Set Verbose (always long room description)
- Set Brief (Unset Verbose)
- clear screen
- "g" repeats last action
- Future Features (1st Priority):
- Play:
- inventory limits
- inventory "all" command
- Use Fireplace for secret door event test
- game status list (events triggered)
- Triggerable Events
- System:
- Future Features (2nd Priority:
- Play:
- Player Stats
- Equip gear and weapons
- consume foods and drink
- Dangerous Events
- Static Enemies
- Future Features (3rd Priority)
- Play:
- Wandering Enemies (with defined map boundaries)
- NPCs with Dialogue Trees
- Money
- Shops with static goods
- Eat and Drink
- Time based on number of turns (day, night, ect...)
- wait command
- System:
- Save Game
- Load Game
- Score
- Future Features (4th Priority)
- Play:
- Economy(?)
- Shops with shifting goods lists
- Magic
- Give each definition a dictionary of exits like:
- exits = {'north': testroom1(),
- 'south': testroom2()}
- default_exit = testroom3()
- In default room have a transition method that's like:
- def transition(self, exit):
- self.exit = exit
- if exit in exits:
- return exits[exit]
- else:
- return default_exit
- This is really rough. You can fix it up.
- Also, I would recommend giving your game engine a "map",
- somewhat like how Zed Shaw did in the text adventure in Hard Way.
- Rather than having rooms create rooms keep a dictionary of rooms
- in the engine that is called when the program start. Something
- like {"den": room1(), "kitchen": room2()...}
- That way you can just have something like
- current_location = self.map["den"]
- So you only initialize the rooms when the game first starts.
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