Day 2

So I got much further today than I thought I would, now I have enemies with some simple AI behaviour working, I have also added a whole bunch of items and a prefix-suffix system like in Diablo, I also added some sound effects. Basically I'm pretty close to having a somewhat working roguelike.

I'm starting to get really annoyed at some parts of Python though, I keep forgetting the : after if-statements, loops and functions..  oh well, hopefully I will get used to it before the week is over.


Tomorrow I should be able to finish the combat system, handle level transitions, add more enemy behaviour and make more levels, with the way this is going I'm starting to rethink my choice of not making a level editor. It took surprisingly long time to finish the first level, and I had planned on making the other levels a lot larger. 
Maybe I'll make an editor, considering the amount of items I have I will need a lot of levels to spread them out good.

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Comments

Yeah it's just something to get used to. I don't know what language you are coming from, but most of them have odd little things like that to remember. Such as semicolons after every statement.

At least with colons python is nice enough to know that something is wrong and tells you about it. There are other easy mistakes to make that can be more difficult to spot.

About editors - it's almost always a good idea. Making a good enough editor usually does not take much time. It can take less time in fact than building a single level by hand. It can make a huge difference in how much content you are able to add.

Of course the other thing people do is procedural levels. That's nice because the content is theoretically endless. Also fits roguelikes well :) But if you've never done it before it can be a bad gamble too.

Your game looks like it's coming together well!
Yeah, I'm from C++/Java/C# so Python is a bit different than I'm used to. I'm definitely missing static typing and a debugger :)

I thought I would manage with just doing levels in a text editor since it's such an easy format, making an editor can be quite a bit of extra work and I didn't really think I would make enough content to warrant it.
 
I would generate levels, but considering how short the development time has to be I just don't think it would turn out very well, I have some bad experiences with generating levels in similar games :)
Myran, try out PyCharm - it's a Python IDE with lots of code analysis built in, and a debugger. I've not used it to debug a game yet though...
Ooh, nice, thanks for the tip. JetBrains does pretty damn good stuff.