There are now trolls (“T”) and orcs (“o”) scattered throughout the dungeon. They really don’t do anything, they just whine to the console about how nice it would be if I coded action handlers for them, too. But, to be fair, I can’t do much to them, either. I can just walk up and kick them. Which is rude, but, pretty harmless, you know?
I’ve also been tinkering with the color palate to make it look more like what I might expect to see in a later product. Yeah, it’s pretty drab, but those shades of gray make it pretty clear what’s happening, at least to me. Color will come from the things you can interact with; I’m fine with the bits defining the environment being kinda dull.
When it comes to coding action handlers, I’m following along pretty well, much more so than I was during dungeon generation. Which is good, because I think that’s going to be one of my major points of deviation from the script when it comes time to start developing the game; I think I want an action-point-based mechanism instead of a strict my-turn/their-turn progression. I feel like it gives me more stuff to play with.
Once the game gets deep into development, I’ll need to implement two different “modes” of travel: combat, which is strictly regulated by the action point mechanic, and non-combat, where you can just wander around and do whatever. That could be tricky — but that’s also a detail that’s going to be WAY down the line.
Next tutorial implements combat, at which point this kinda becomes an actual game. Which is really exciting.
Also still poking through the Python tutorial. Today’s topic: lists! You can do many, many things with them. Most of them are pretty straighforward, but some of the options get really esoteric. Whoever wrote the tutorial has an interesting idea of what constitutes “readable,” but that’s true of any language’s partisans, really. Once you become “fluent,” some really wacky shit becomes perfectly intelligible and you lose sight of how anybody could possibly find it opaque.