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Re: [pygame] RPG Quest System



In a message of Tue, 03 Jul 2007 10:24:28 -0300, "Giuliano Vilela" writes:
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>Hi guys,
>
>I've done some simple small games with PyGame, and decided to move on to 
>a
>little fun RPG zelda-like game. I managed to make a little tile scrolling
>engine, dialog and ugly interfaces, spells, itens (still under work), etc
>..
>etc... What I really am worried about is the, not sure what to call, "que
>st
>system".
>
>I can't think of a simple way of making a scenario, some things that the
>"hero" have to do before advancing... Becouse, you know, this is pretty
>huge. The quest that the hero is doing at the moment decides the dialogs 
>of
>the npc's, closed gates, etc etc... I'm thinking about making like a
>"scripting" language to describe all those things, but I can't think of a
>ny
>way to include this in the game... It's just something so... general.

embedding a python interpreter is the way to go.  If you need
an interpreter, this is the one you want. :-)

Right now there are problems w r t security and doing this.  The
pypy rewrite of python adresses them with the 'Taint' object space,
because we want to be able to embed pypy everywhere too.  So 
while embedding python is what you want, you may not be able to if
you want to make this a commercial MM game, for instance.

Once Europython is over, I intend to (collapse and) have a vacation.
One thing I was looking at writing was a generic 'quest solving'
library, for text type quests.  Think infocom games.  We want
'throw pumpkin through window' to work, but only if the window
is open.  We also want 'defenestrate pumpkin' to work, and
'toss pumpkin through window'.

I am wondering if this library:

http://nltk.sourceforge.net/

could help with the natural language bits, but I haven't investigated
this.  One thing I do want to do is get thesarius support in there,
from some online thesarius, so that people who type 'toss pumpkin
through window' won't fail because I didn't make toss a synonym of
throw.

>
>Anyway, some of you must already have done something similar, so I wanna
>hear your toughts about this =) Ways of designing the codes, some ideas
>about the quest system, is the "scripting language" the right way of doin
>g
>it, etc...
>
>Hope i've been clear... Feel free to ask anything. The game will be
>available at the PyGame wiki as soons as it is "playable".
>
>Thank you already,
>
>
>Giuliano Vilela.
>
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At any rate, this is what I have been thinking, at any rate.  No code
yet.

Laura