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Home Page: https://moonburnt.itch.io/a2s3
License: GNU General Public License v3.0
An action arena game, written in python + panda3d
Home Page: https://moonburnt.itch.io/a2s3
License: GNU General Public License v3.0
Right now, game only has one hardcoded map with customizable scale. But obviously things shouldnt stay the same.
While general idea should remain the same - all maps must be flat (due to how game's core mechanics work. I've tried to tinker with heights, but didnt find a stable way to provide hitboxes consistency, in that case - too much will depend on vertical size of creature and height projectile's flight) there are plenty of things that could be made to spice up gameplay (obstacles and spawners, walls and different visual map styles). Thus, for game to reach 0.1 milestone (e.g first release), it should have at least some barebones map loading mechanism, which will be further improved during later development stages.
Thus far, I see 3 ways to achieve this:
Pre-generated maps made with blender.
Pros:
Cons:
Kaggen. E.g tiled map generation mechanism, that works similar to one from King Arthurs Gold - map's layout is drawn as png image, then for each pixel of specified color on specified position (image size works as map size), we spawn specified tile/object/etc.
Pros:
Cons:
Map editor + formatted json (to store items placement information)
Pros:
Cons:
All of these should be investigated, in order to determine development direction to take
Say, with nuitka. This way, I believe, it will be a bit easier to share it and play - no need for user to tinker with dependencies, no need for us to pack python with game. Plus it may improve performance... I think?
Either via setup.py with Requirements.txt or via pyproject.toml. Because right now installation process require few extra steps which isnt really convenient
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