D10d3

frame-notes.txt

Nov 13th, 2016
122
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  1. Current Features:
  2.     Play:
  3.         Navigable map of rooms
  4.         Room inventories
  5.         Examine objects and locations
  6.         If first time in room: long description
  7.         If seen before: short description
  8.         north and n both move (+south ect...)
  9.         Player Inventory
  10.         Pick up and drop objects
  11.         Object Inventories (like a box of things)
  12.     System:
  13.         Restart Game
  14.         Help Info
  15.         Exit Game
  16.         Set Verbose (always long room description)
  17.         Set Brief   (Unset Verbose)
  18.         clear screen
  19.         "g" repeats last action
  20.        
  21. Future Features (1st Priority):
  22.     Play:
  23.         inventory limits
  24.         inventory "all" command
  25.         Use Fireplace for secret door event test
  26.         game status list (events triggered)
  27.         Triggerable Events
  28.     System:
  29.        
  30.        
  31. Future Features (2nd Priority:
  32.     Play:
  33.         Player Stats
  34.         Equip gear and weapons
  35.         consume foods and drink
  36.         Dangerous Events
  37.         Static Enemies
  38.        
  39. Future Features (3rd Priority)
  40.     Play:
  41.         Wandering Enemies (with defined map boundaries)
  42.         NPCs with Dialogue Trees
  43.         Money
  44.         Shops with static goods
  45.         Eat and Drink
  46.         Time based on number of turns (day, night, ect...)
  47.         wait command
  48.     System:
  49.         Save Game
  50.         Load Game
  51.         Score
  52.  
  53. Future Features (4th Priority)
  54.     Play:
  55.         Economy(?)
  56.         Shops with shifting goods lists
  57.         Magic
  58.        
  59.        
  60. Give each definition a dictionary of exits like:
  61.     exits = {'north': testroom1(),
  62.              'south': testroom2()}
  63.     default_exit = testroom3()
  64. In default room have a transition method that's like:
  65.    def transition(self, exit):
  66.        self.exit = exit
  67.        if exit in exits:
  68.            return exits[exit]
  69.        else:
  70.            return default_exit
  71.  
  72. This is really rough. You can fix it up.
  73.  
  74. Also, I would recommend giving your game engine a "map",
  75. somewhat like how Zed Shaw did in the text adventure in Hard Way.
  76. Rather than having rooms create rooms keep a dictionary of rooms
  77. in the engine that is called when the program start. Something
  78. like {"den": room1(), "kitchen": room2()...}
  79.  
  80. That way you can just have something like
  81.  
  82. current_location = self.map["den"]
  83.  
  84. So you only initialize the rooms when the game first starts.
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