~ presenting ~
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~ a game developed in python by ~
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~ also known as ~
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~ under the working title of ~
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~ behold the README.md ~
Requirements:
- PyGame
- PyTmx
- PyScroll
TMX Files Edited with:
- Tiled
Please se the above properties and make sure you have them installed
In order to run Binal Bantasy you NEED PyGame, PyTmx, and PyScroll.
We would also recommend downloading Tiled which will allow you to see all the areas we designed for the game without actually having to visit them. It will also display how we handled collision.
You will find the file 'dungeon.py' in src/BinalBantasy/ Run the file there. If you are using an editor, make sure that is the directory you have open, otherwise it may have trouble finding the correct path to the data and resources folder which house the images, sprite sheets, and levels that are written in an xml-like format called tmx which is home to sprite and collision data and is the code that tells pygame what to draw on the screen.
If you have any issues with setup, please feel free to reach out to [email protected] to help get things working so you can play the game!
With Binal Bantasy, what we aimed to do was learn something new. Neither of us had attemted to make any game before let alon a sprawling RPG. We tried to take measures to adress scope creep and keep things manageable but even with that it proved to be a huge task for the both of us!
The arrow keys control your movement.
The '+' and '-' keys (really '=' for '+') allow the user to zoom in or out. This functionality was added to allow any user on any platform to get a view they were comfortable with in the window.
the 'esc' key closes the game.
The player begins in an overworld housing the different locations.
The intention if for the player to enter and exit the locations on the overworld map by walking into them, or once inside, walking to the edge of the map to exit.
The intintion is for battles to take place randomly but not inside of towns or inns -- only in the overworld or in dungeouns.
A huge amount of effort went in to making the maps and various areas for the game. We are proud to state that Binal Bantasy features TWENTY-ONE different areas!
The best way to view them is opening the tiled.
List of areas:
- Overworld
- Town 1
- Town 2
- City 1
- FSU
- Library
- Temple 1
- Dungeon 1
- Final Dungeon
- Multi-floored tower
- Everest
- Stonehenge
- Houses
- Inns
- Basements
- Sand Tower
The time and effort that went into planning and designing was very large considering neither of us are artists. We did use open assets to design and use the sprites and to draw the different areas. The best way to really see that in action is to open all of the .tmx files in the Tiled editor (it's free)
- PyGame documentation and tutorials
- Kids Can Code Pygame Tutorial
- PyScroll tutorial on GitHub
- Pyscroll Documentation
- Open Game Art assets
- Dragon Quest Assests
- Final Fantasy Assets
- RPG Maker Assets
- Dragon Quest VI Spritesheets
- PyTmx documentation
- Python OS library (to help with file path differences)
- The Stolen Crown (one of the only RPGs we could find)
Being a group of two taking on a role-playing game the biggest challenged we faced was manpower. For Hayden it was finding time to work on the game between two classes and a full-time job, and for Marlan it was finding time to work on the game while also balancing assingments and planning/writing questions for the summer prigramming competition.
Despite that we met frequently and planned and discussed development and where we wanted to take the game and tacked issues together and head on. The amount of work that went into making the game look VISUALLY appealing (which you want if you're making a VIDEO game) was a really big strain. Planning and figuring out how to make sprite animations occur in an elegant way was also a challenge.
Good examples were hard to find. While it was easy to find tutorials for creating endless runners, mario clones, tetris clones, and the like on YouTube in Pygame, finding RPG examples was pretty tough, and none of them had walkthroughs. Additionally -- just about every attempt we could find was written in Python 2. We wanted to panic -- and maybe did for a moment -- but we resisted the urge to change to something easier and instead devoted our time to trying to put something interesting on the screen that really evoked the feeling of playing a late 80s or early 90s JRPG.
We divided the work up pretty evenly with both of us reaching our hands into every facet of the game and the design. There really wasn't anothe option with there only being two of us. We did a lot of work together by renting 4 hour chunks of the study rooms in Strozier.
Binal Bantasy is a role-playing game inspired by the best JRPGs of the 80s and 90s. It draws most inspiration from franchises such as Dragon Quest and Final Fantasy.
The game features the following:
- Overworld
- Towns
- Dungeons
- Boss Monsters
- Turn-Based Combat
- Leveling
- Magic
The overworld is essentially a zoomed-out view of the map. All icons in the overworld are representational.
For example, towns, dungeons, and geography are all represented on the overworld. Interacting with town and/or dungeon icons will take you to a to-scale map of that town and the player will be able to navigate those locations.
Towns are areas that are safe-zones where the player can rest to replinish helath, talk to characters, and purchase items to be used in the overworld. Players may also save their game in the towns only.
Dungeons are where the player must overcome challenges in order to beat the game. There will be three dungeons which the player can access. Each will reward the player with 1/3 required items needed to unlock the final boss and beat the game.
Boss mosters will be displayed visibly rather than through random encounters. They are larger and more difficult than regular enemy encounters.
The way that the player will interact with and defeat enemies will be through a turn-based battle system. That is, that the player will select from a variety of menu options to designate attacks rather than real-time action.
The player will gain experience as they defeat monsters. This will allow the player to grow stronger. The player will need to level up to get strong enough to defeat the boss mosnters.
The player will use Magic to accomplish a variety of tasks as well as gain access to new areas. Magic will function essentially as a key to new areas. Players can also use magic in combat. Magic is learned automatically by leveling up the hero.
~~ Game Developed by Hayden Rogers and Marlan McInnes-Taylor ~~