Category: Programming

  • Enum Whoes

    By now I’ve learned that when it comes to programming and programming languages, every once in a while you get to a point where something doesn’t work the way you had expected. And occasionally then, after you figure out why it doesn’t do what you expected it to do, you will find that you don’t agree with the sentiment behind… Continue reading "Enum Whoes"

  • Time to open those doors

    After dealing with the open/closed/locked situation in containers in my last post, I think it is time to take a look at something that is fairly similar in its mechanics… doors. I already created Exits a little while ago that I use to connect rooms, but any adventure game worth its salt also has doors, and like containers, these doors… Continue reading "Time to open those doors"

  • Containers, Take Two

    I left things a little open-ended last time when I said I’d simply add code to my Container class to open and close container objects. Well, as it turns out doing that was a lot more fun than I expected. No, seriously, it was really fun to do, because I was able to reshuffle my code quite a bit while… Continue reading "Containers, Take Two"

  • Putting stuff on stuff…

    After finishing containers the other day, I also decided to create supporters. A supporter is an object on which you can put things—like a table, for example, or a shelf. Very quickly, I realized that supporters are no different from containers, really. Instead of putting things IN them, you put things ON them. Since everything in a text adventure is… Continue reading "Putting stuff on stuff…"

  • Filling in details

    After I created my Item class and began using it, I soon realized that there are moments when I do not want item details to be printed separately because its description is already part of the room description itself and properly covered there. But what if the player takes the item?, I can hear you wonder. In that case, my… Continue reading "Filling in details"

  • Take Me

    Now that I have my scenery objects in play, the next big thing to tackle is Items. As you may expect, I consider items to be game objects that you can pick up, carry around and put to use in other places. Naturally, creating items will also include having an inventory. When you think about it, items are actually not… Continue reading "Take Me"

  • Cthulhu Dreams

    My project has been growing quite a bit and, yes, I am kind of proud of it, even though the term game could hardly be applied to it yet. But I’m getting there… you just wait. But, since the project has grown, I began to feel that I need to take it out of the vacuum that it is in… Continue reading "Cthulhu Dreams"

  • Switching to PyCharm

    As I’ve been plowing away at my little game, it kept growing and now it’s not really all that small again… and growing still. So far I’ve been using IDLE, the programming environment that comes with the official Python package, and for the most part, it did the job just fine. But as my source file got longer and more… Continue reading "Switching to PyCharm"