![]() Every tile has values for strength, population and houses:.Each player is given one at the start of the game, with most tiles starting out neutral. They're usually the most expensive of the three. Their attack and defense vary across the races, since their main purpose is to produce mana and enhance spells. Offensive with high attack and low defense, usually with moderate cost. Defensive with high defense and low attack, usually with low cost. Every race has a different passive ability, different starting money and mana and three different units they can train: Every players starts with a race they've selected.All players take turns simultaniously, with outcome of everything evaluated at the end of a turn. This is why I used the word recreate, not copy. Change some mechanics, too, based on my experience with it - some features are limited by the simple fact that it's a game coded for browsers. We're talking different map, different races and units, enough for it to be considered a new game. I thought it would be cool to recreate it with some changes. It is based on a browser game in my country - one that has been around for over 20 years, and one that still holds a tiny, yet dedicated community. I'm honestly stumped whether I should go back to it once I want to work on the RPG Framework, or just start from scratch for the third time.ĭE Project is an acronym of a Ren'Py game that I'd like to code one day. The second attempt is much more recent, but still, I'd say it's about a year I last touched it. I think where code for the first one is, but I had wayyyyyy less experience back then, so no point looking for that. I've already tried to code an RPG Framework twice before writing this. While Ren'Py is not meant to be an RPG engine, obviously, I think there's a very reasonable base to build on. Some want it for creating minigames, and some want to go all the way and create an RPG with visual novel elements. Some want to have the character collect items from the map at certain points in the story. Some simply want a fancy way for their character to move around. I've seen a ton of people interested in this. A map created from tiles, characters walking across it, interacting with objects in the environment, going through doors to enter new map and continue exploring. I've always wanted RPG features in Ren'Py. Maybe just for the hell of it? If I add some comments, the code should be good to go by now. It feels as a waste of time, given that the default way of achieving this is faster, easier to set up and is even more efficient. I'm not sure I want to put in the effort to finish this. Text displayables with slow_cps cannot do this either (Not checked properly). Unveil supports variable interpolation, which is putting variable's value inside the text.Text displayables with slow_cps cannot do this (Not checked properly). Unveil supports custom tags - pause which pauses the reveal, and speed which changes the speed while the reveal is happening.Unveil can change this, and increase it's area as the text shows. Text objects is always treated - when it comes to size, anchors and such - as if it was already entirely revealed.That being said, Unveil does have at least some functionality that the Text object does not: The reason I did this was mostly because I wasn't aware of the slow_cps property of Ren'Py's Text displayables, and it renders most of Unveil redundant, as it can go at much higher cps than my Unveil can. gitignoreīorn from my lack of knowledge, Unveil is a displayable that slowly reveals text, just like a regular Ren'Py dialogue does. Ren'Py Python #1 - Init, Interpolation, Lists.Screen Language #9 - Coding GUI #3 - Choice.Screen Language #8 - Coding GUI #2 - Dialogue Box. ![]()
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