Or you could write a quest system in ruby, build it with an XMLRPC service, then write a Python interface that connects to it, pulls out a quest and converts it to a Lua script! ;) Seriously though, Yeah, Python is ideal for scripting an RPG quest system. Something I learnt from completely innocent *cough* private WoW servers is that they just have pretty much a plain text file delimited by newlines that they load into the server at runtime (You could do something similar by either using the plain ConfigParser builtin, or extend it to suit your needs a bit better). Another solution would be to use an ORM library like SQLAlchemy. If you used it with SQLite, you wouldn't even need to worry about making remote db connections, and the functionality of the ORM would make it less of a chore to construct some sort of interface to CRUD quests in and out of the db file without the hassle of making them "fit" in a raw, delimited file.
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Phil Hassey Sent: Tuesday, July 03, 2007 10:57 To: [email protected] Subject: Re: [pygame] RPG Quest System Hey, Use python for your scripting language. It's the best! (I'm not being silly either - I use python for scripting python in several games. I've made an adventure game - svn://www.imitationpickles.org/pyweek3/trunk - which imports the various rooms as needed. If you don't want to import rooms, you can always load them up dynamically.) - Phil Giuliano Vilela <[EMAIL PROTECTED]> wrote: 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, "quest 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 any way to include this in the game... It's just something so... general. 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 doing 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. _____ Don't get soaked. Take a <http://tools.search.yahoo.com/shortcuts/?fr=oni_on_mail&#news> quick peak at the forecast with the Yahoo! <http://tools.search.yahoo.com/shortcuts/?fr=oni_on_mail&#news> Search weather shortcut. CONFIDENTIAL NOTICE: This email including any attachments, contains confidential information belonging to the sender. It may also be privileged or otherwise protected by work product immunity or other legal rules. This information is intended only for the use of the individual or entity named above. If you are not the intended recipient, you are hereby notified that any disclosure, copying, distribution or the taking of any action in reliance on the contents of this emailed information is strictly prohibited. If you have received this email in error, please immediately notify us by reply email of the error and then delete this email immediately.
