takluyver / weatbag

Written by Everyone Altogether, The Big Adventure Game
MIT License
21 stars 11 forks source link

Add world map. #16

Closed kkpattern closed 11 years ago

kkpattern commented 11 years ago

I added a world map in the game. Now player can input "look map" to see the it. In the map, '.' is a tile you've discovered, '*' is the tile where the player is.

Example:

> look map
   .
   .
  ...*
   .
> go w
The path crosses a small stream.
There are some berries hanging from a tree. They look edible. If you're hungry enough, anyway.
> look map
    .
    .
   ..*.
    .
> 
dknox2 commented 11 years ago

Looks great, I like it.

kkpattern commented 11 years ago

@CharlesMcFists I'm also thinking let player add notes on the map. Then the map will looks like this:

> look map
  1
  ..*
  .

1: I need a torch to go north here.
>

Anyway if this pull request is merged I will begin to implement the notes then let you guys see.

takluyver commented 11 years ago

Sorry it's taken me a while to get to this. Having a look now.

takluyver commented 11 years ago

Hmm, I think we should grow the world a bit more, so we can think about what we want from a map. With a big enough world, this implementation of the map will end up looking like this, wherever the player is:

.....
.....
..*..
.....
.....

One possibility would be to use different symbols and colours to represent different kinds of terrain, a bit like dwarf fortress does. We'd need to make sure it worked on different platforms, though. Another option would be to draw a little table with one-word descriptions of the squares ('cave', 'beach', etc.). Then there are more advanced options that involve opening a Tkinter window or a web browser.

For now, though, I think we should keep adding more tiles, so we've got a better idea of what we want the map to do.

takluyver commented 11 years ago

P.S. Sorry if I sound pushy about tiles. I think that open-source games often fall into a trap where everyone wants to develop the game engine, and no-one bothers to build the content, because content doesn't involve interesting programming. I want to avoid that trap, so I'd rather add engine features only when the game content needs them.

Part of my idea is that you're free to do interesting programming in the tiles. For example:

Those are just some ideas I've thought of, but I'm sure there are plenty more possibilities that haven't occurred to me.

takluyver commented 11 years ago

I'm going to close this pull request - a world map is a good idea, and the code is decent, but I think we need to spend a bit more time working out what we want from the map. I've created issue #20 to discuss world map ideas a bit more.

Thanks, and I hope you're still interested in contributing to the game.