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rpg-tile-game's Introduction

RPG Tile Game

An RPG tile game, IDK. Made with pygame and hopefully C.

Screenshots

Screenshot 1


Requirements

This game requires:

  • Python 3.7+
  • Pygame 2.0+
  • Esper
  • ModernGL

Installation

  1. Download the repo with your favorite method (GitHub Desktop, Git, etc.)
  2. CD into the repo
  3. Install the required packages with python -m pip install -r requirements.txt
  4. Run the game with python main.py
  5. Enjoy!

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rpg-tile-game's Issues

Add a "weapon details" screen when picking up new items

Right now, it's a bit boring for the player to just see a text particle that pops up when they get an item. Instead, how bout we spice up some stuff with a screen that pops up when getting a new item (new as in they haven't gotten it before)? It darkens the background, then displays some text of how to use it and some stuff like that.

"Uniformilize" codebase

Currently, while the codebase is sort-of clean, it could be made better by following the Zen of Python and using only one preferred way to accomplish things. Currently there are just random implementations scattered everywhere

Separate src into lib and game

Right now, there are a lot of utility files that can be applied to many other games. Obviously, there's also game-specific code. In the filesystem, there's not really a clear distinction between the two. So, maybe putting the game-independent files into a folder can help increase reusability of those utility files

Separate settings into multiple smaller JSON files

Right now, there is a single settings.json that is used to configure almost every part of the game.
However, a neater way to do that is to just divide that up into several different
settings.json each managing a separate part of the game.

Properly type hint everything

Now that I have added future imports to all python files (via isort), I should start adding more and better typehints to the codebase for better user readability and IDE autocomplete.

Wind effects now not dependant on foliage

Describe the bug
The game spawns the end particles everywhere on the map, but I know what's the issue: create_wind_particle does not even pass the appropriate pos into .at()

I'll fix it after school

Add a fully-working pause mechanic

While most of the pausing work is basically done, I'll have to isolate some stuff from "core" systems to make some aspects of the game actually pause. Those following things are:

  • Creation of wind and cloud particles (move to a new ParticleSystem)
  • Creation of effect particles (handle appropriately in effect.py)
  • (?) Animation. This is debatable because it might look pretty cool when things are still animating when paused but anyway (move to a new AnimSystem)

Document appropriate classes/functions with docstrings

Recently I added some type hints to most of the codebase, so why not extend that further by providing docstrings for some stuff? This time though, I won't add them to everything, just some specific functions and classes that need em

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