Pygame: accessible and portable. If I'm a bit crafty I ought to end up with something that runs at a decent clip even as it becomes more complex, and the hardware demands shouldn't be unreasonable.
So - enough with theoreticals. Onto news! I now uses ZB2 compression and cPickle for persistence. I won't know for a while yet how many file chunks the savegame will need to be split into, but the way it's written right now I'll be able to persist and retrieve the entire world with a few lines of code. Very cool stuff.
Right now it's still just a tech demo. I've got a dynamic gradient based on screen and tile resolution, and a character that can be moved by the various arrow keys in all directions. The state of "everything" is automatically saved and loaded appropriately.
I'm still at least a month or two away from having anything release-worthy to put up on SourceForge, but I'm redoubling my efforts to get most of the toughest early issues out of the way first so I can work on the fun stuff -- world and city generation. Then it starts looking like a game, instead of a sad, empty cry for intarweb validation.
Tuesday, November 27, 2007
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1 comments:
I'm going to keep a close eye on this one, it's almost as if you peered into my brain and pulled out this project idea, hope to see more soon
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