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PostPosted: Mon Aug 22, 2011 5:53 am 
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This looks like the right place to post this so here goes! I made this game last week and it's "complete" in the sense that it's almost fully playable, just short on features because it was a quickie... This game was created with Python & Pygame. The original algorithm for the dungeon generator was done years ago in C++, and I ported it to Python which was easier than I'd expected. Full sources included. If anyone wants to take this and make a community project out of it, you're welcome to get started here.. at least this game is already playable. I have no more plans for it unless there's interest in it. ;) This isn't mean to compete with games like NetHack but is a good learning experience and it's always fun to create even a known game on your own.

Requires Python 3.2 and Pygame 1.9. If you need help installing these LMK.

http://www.jharbour.com/morepython/DungeonGame.zip

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PostPosted: Mon Aug 22, 2011 7:18 am 
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I can't seem to get a hold of the download -- it looks like it got corrupted or something (when I download it, it shows up as 782 bytes, which can't possibly be right...).

EDIT -- OK, so I thought, "what if", and just followed the link instead of saving the link's target. It downloaded fine that time... I guess I was getting a redirect instead of a zip archive.

Anyway, I love randomly/procedurally generated game maps, so you can bet I'll be poking and prodding on this... :)

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PostPosted: Tue Aug 23, 2011 2:37 am 
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I tried the link, and it worked, but you are right there is a redirect going on. I have some domain problems to resolve.. the problem is, the old domain is linked all over the place on my site so to remove it would require massive database surgery, but anyway the link works with a click. ;)

This dungeon generator is pretty basic. I know there are far better algorithms but this one is very easy to understand, IMO, which makes it good for learning. I hope you can improve on it. I would love to see a more complex dungeon generator that builds more passages and rooms to fill up the space more effectively.

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PostPosted: Tue Aug 23, 2011 3:47 am 
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twobitcoder wrote:
This dungeon generator is pretty basic. I know there are far better algorithms but this one is very easy to understand, IMO, which makes it good for learning. I hope you can improve on it. I would love to see a more complex dungeon generator that builds more passages and rooms to fill up the space more effectively.


I would probably port this over to HTML5 before I tried it in Python (it's been years since I've used Python, and these days my dial-up connection is so pathetic that I'm lucky when I can download anything over 3MB without the download failing midway). I already have made a dungeon generator with that, although it's very different from this (mine was more of a grid of rooms with doors, while this is more like an actual Roguelike generator).

When I was doing C++ and OpenGL, I made the beginnings of a 3D Roguelike, but I did things a little differently -- randomly placed "cells" that connected to each other, to give a more interesting and perhaps cohesive layout to a dungeon. These cells were different shapes and sizes, and were made of different walls and scenic features, and were just connected to each other randomly. I'll see if I can dig up some screen shots from it, just for kicks. :)

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PostPosted: Tue Aug 23, 2011 5:46 pm 
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theraje wrote:
I would probably port this over to HTML5 before I tried it in Python (it's been years since I've used Python, and these days my dial-up connection is so pathetic that I'm lucky when I can download anything over 3MB without the download failing midway). I already have made a dungeon generator with that, although it's very different from this (mine was more of a grid of rooms with doors, while this is more like an actual Roguelike generator).

When I was doing C++ and OpenGL, I made the beginnings of a 3D Roguelike, but I did things a little differently -- randomly placed "cells" that connected to each other, to give a more interesting and perhaps cohesive layout to a dungeon. These cells were different shapes and sizes, and were made of different walls and scenic features, and were just connected to each other randomly. I'll see if I can dig up some screen shots from it, just for kicks. :)



Sounds kind of like Minecraft somewhat from your description.. Or maybe the classic Ultima Underworld which seems to have been similar in concept.

I would just encourage you to give Python 3.2 and Pygame 1.9 a try if you haven't used it in a long time.. The new version is pretty good. I have my gripes about it but this is scripted/interpreted so there's always going to be challenges for a C++ coder to get used to .

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PostPosted: Wed Aug 24, 2011 10:49 am 
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twobitcoder wrote:
Sounds kind of like Minecraft somewhat from your description.. Or maybe the classic Ultima Underworld which seems to have been similar in concept.


I suppose you could look at it that way. Basically I made up several "miniature tile maps" with juncture points that dictated where rooms could connect to each other. In a way, you could say that the map system is kind of like a procedural DOOM map -- but tile-based. :)

twobitcoder wrote:
I would just encourage you to give Python 3.2 and Pygame 1.9 a try if you haven't used it in a long time.. The new version is pretty good. I have my gripes about it but this is scripted/interpreted so there's always going to be challenges for a C++ coder to get used to .


It will be hard... my connection to the Internet is so pathetic that last time I tried to get Python, I kept getting download errors within the first ten minutes (which translates to less than 2MB on my connection). Still, JavaScript is what I code in primarily these days, so when it comes to getting used to such things, I've paid my dues. ;)

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PostPosted: Wed Aug 24, 2011 6:29 pm 
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Okay.

Well if anyone else likes this genre and wants to collaborate on improving it (in Python), I'll participate. I just enjoy the gameplay, not interested in porting it yet again.

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PostPosted: Thu Aug 25, 2011 3:05 am 
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Aw, that's no fun. :P

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PostPosted: Thu Aug 25, 2011 12:07 pm 
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I like the genre, just have no reason to dig into Python.

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PostPosted: Thu Aug 25, 2011 12:13 pm 
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Machaira wrote:
I like the genre, just have no reason to dig into Python.


QFT. It would be fun, but yeah, with the way things are going I'd just assume port it to HTML5.

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PostPosted: Thu Aug 25, 2011 6:14 pm 
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Jim, I'll bet there's a Python plugin for XNA too (Windows-only build). I've used Lua with it but not Python as of yet. But, I agree, there's no reason to get into Python unless you have an interest in scripting or need it for a class or work.

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