The Prancing Bard – Day 3 & Day 4

Day 3 – I was coding until late yesterday, so I am a little late with this entry. I faced some major challenges. I was happy to include .xp files from REXpaint into my game via the xp_loader. This saves a lot of drawing for the UI and for in-game effects. In the python script it works well, however, as soon as I created an executable (with py2exe), the program crashes on loading .xp files… Puh, this was unexpected and could have stressed me on the last day.

I don’t know, whether someone solved this already, but as it’s 7drl, I coded a workaround: I used the loader in a seperate script which writes all the .xp data to dictionaries and then into a shelve of the shelve module. This file can then be easily opened and loaded also by the exe after py2exe.

See it in action:

blast

I included monsters and tested my concept. Moving 5 turns in a pattern to cast an attack works quite well on the test stage. I have the feeling that in narrow dungeon corridors this works not so well. 5 turns is a long setup, when you spot a monster near you. At the moment I go for levels in the shape of big rooms. This way the player can see most of the map and better plan ahead. Monster constantly spawn from nests and approach the player in the test stage, but I think this works well as a game. With no items and inventory, this is probably closer to a tower-defense game than to an RPG… I like how this is slowly changing scope.

Day 4 – Added maps, the game will have 5 levels with a boss to defeat each level. Moving further away from adventure and exploration, closer to a puzzle. The main attack works and next is testing and balancing, a little cleanup here and there and tie pieces together. Been doing things like the title screen, menues, a minimum of story… Need to put it in shape as I will find no to little time for coding in the next two days.