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Re: [pygame] Can the pygame infrastructure be used for non-graphical text-mode games?
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- Subject: Re: [pygame] Can the pygame infrastructure be used for non-graphical text-mode games?
- From: "Nicholas H.Tollervey" <ntoll@xxxxxxxxx>
- Date: Thu, 18 Jun 2020 20:01:48 +0100
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The wonderful Dan Pope (lordmauve), who also runs PyWeek, wrote this
funky project that sounds exactly like what you're looking for:
https://github.com/lordmauve/adventurelib
Documentation here:
https://adventurelib.readthedocs.io/en/stable/
Dan is a developer I have a huge amount of respect for (he's also a
buddy too), and I believe the quality of his code will be good, the
documentation comprehensive and he'd be open to feedback, bug reports
and suggestions.
For what it's worth, I'm currently writing a simple MUD engine in Python
(a multi-user text based adventure game), which I'll be presenting at
EuroPython in just over a month
(https://ep2020.europython.eu/talks/AGaSaW8-how-to-run-a-corridor-track-in-a-remote-conference-with-python/)
Best of luck.
On 18/06/2020 01:40, pjfarley3@xxxxxxxxxxxxx wrote:
> A lot of the old "adventure" games and similar game efforts from the very
> early days of computing were strictly text-mode games with no graphics used
> (or needed) at all.
>
> The old code base for such games wasn't always very well organized or
> designed, they just (mostly) worked. I had a thought that updating such a
> game's design and structure with more modern design principles and
> supporting architecture would be an interesting exercise.
>
> Is it possible to use the pygame infrastructure to implement text-mode-only
> games? Without having to pick window sizes and resolutions and set fonts
> and font sizes, etc., etc., on a graphical surface?
>
> IOW, can the pygame keyboard input and screen output processes be replaced
> with simple python raw_input() and print() calls?
>
> Or am I just looking at the wrong library to use for such games?
>
> TIA for your advice and opinion.
>
> Peter
> --
>
>
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