Official announce of pyAngband

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  • Sirridan
    Knight
    • May 2009
    • 560

    Official announce of pyAngband

    Yep just as the title says, I'm officially working on pyAngband.

    So far it's going to be a straight (as possible) clone of Vanilla. It should be very easy to extend, modify, and otherwise make into a variant. I'm trying to make the various pieces of source have as low coupling as possible, so a change in one place won't mess up the rest of it... at least in theory.

    As of now I'm still working on the game "skeleton" to which I can add all of the V algorithms for items, combat, etc.

    I'll post the source as soon as I have something semi-playable, or at least something with passing unit tests.
  • fizzix
    Prophet
    • Aug 2009
    • 3025

    #2
    Cool. I'm glad to hear you decided to go through with this endeavor.

    Comment

    • Therem Harth
      Knight
      • Jan 2008
      • 926

      #3
      AWESOME. Absolutely awesome.

      This is *so* going to be the base for my next *band project, as soon as it gets anywhere near usable.

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #4
        Good luck!

        What are you using for source control / project status? The sooner you get that up and get some milestones made, the sooner others can start helping you out.

        Comment

        • cinereaste
          Scout
          • May 2010
          • 43

          #5
          This is an exciting announcement! I'm sure there are a few of us that would love to help contribute, so I echo Derakon's sentiment.

          Comment

          • d_m
            Angband Devteam member
            • Aug 2008
            • 1517

            #6
            Good luck! I'm excited to see your progress!
            linux->xterm->screen->pmacs

            Comment

            • Therem Harth
              Knight
              • Jan 2008
              • 926

              #7
              Err wait a minute. Will this be Python 2 or Python 3? Because I believe Python 2 may be falling off the radar soon...

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                #8
                Properly-written Python 2 code can be ported to Python 3 with a minimum of effort.

                Comment

                • zaimoni
                  Knight
                  • Apr 2007
                  • 590

                  #9
                  Originally posted by Derakon
                  Properly-written Python 2 code can be ported to Python 3 with a minimum of effort.
                  If that "minimum effort" can handle the complete redefinition of whether integer/integer resolves to an integer or a float result, etc.
                  Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
                  Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
                  Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011

                  Comment

                  • d_m
                    Angband Devteam member
                    • Aug 2008
                    • 1517

                    #10
                    Originally posted by zaimoni
                    If that "minimum effort" can handle the complete redefinition of whether integer/integer resolves to an integer or a float result, etc.
                    You're right, but since Python 2 now supports using "//" to guarantee integer division, the correct thing to do for modern Python 2 is to use "//" any place you want integer division (like in Python 3), and use "/" only with floating point (giving floating point results, like Python 3). If you do this then the upgrade is seamless.

                    The bigger issues is the bytes/strings split, but even there it's possible to write "future-proof" code that will upgrade to 3 pretty easily.
                    linux->xterm->screen->pmacs

                    Comment

                    • Sirridan
                      Knight
                      • May 2009
                      • 560

                      #11
                      Yeah right now I'm doing it in python 2.6/2.7, but I'll do my best to make it future-proof, so if it get's moved to 3.0, it won't be a problem.

                      But so far, it's really easy to write a lot of the code, dictionaries are really nice

                      I'm doing things so that it will be easy (I hope) to make "neat" changes. Like it would be simple to have monsters with stats (str, dex, etc) or have immunities and resists to anything you want, like time or plasma.

                      Anyway, I'll post something this weekend even if it's not workable. Thanks for the support!

                      Comment

                      • Therem Harth
                        Knight
                        • Jan 2008
                        • 926

                        #12
                        Can't wait until it shows up on Git or whatever. *crosses fingers*

                        Comment

                        • Sirridan
                          Knight
                          • May 2009
                          • 560

                          #13
                          Originally posted by Therem Harth
                          Can't wait until it shows up on Git or whatever. *crosses fingers*
                          Speaking of this, could anyone good with Git give me a few pointers? I have the repo set up with a key and all that, I just need to push the code over.

                          Comment

                          • Pete Mack
                            Prophet
                            • Apr 2007
                            • 6883

                            #14
                            Just wait until you get to the floor illumination code...

                            Comment

                            • Sirridan
                              Knight
                              • May 2009
                              • 560

                              #15
                              I'll deal with that nonsense last

                              My priorities are (mostly in order):

                              1. Get outline done, where I can create a character, items, etc
                              2. Get edit files created and sorted out, I'll write a converter because I think a change in format is in order
                              3. Hard-code a mini-dungeon to do some testing for movement, AI, and what-not
                              4. Actually implement movement, AI, and what-not
                              5. Everything else

                              Of course each step has many sub-steps which then may have sub(-sub)* steps and so on. Hopefully as it moves closer and closer to completion, more people will be working on it

                              Edit: Time for bed, work starts in 6 hours, and I have to be up in 5

                              Comment

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