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  1. #11
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    Quote Originally Posted by Orchaldir View Post
    I will show each army as a square/symbole and the color shows the realm. More infos will be shown per tooltip.

    Update: The turn/time system and the gui are more time consuming than planned, but they are the last major things on the todo-list.
    Programing and designing a good GUI is horrible work. Try to use a GUI framework if you can (nothing is going to save you from the designing work ).

  2. #12
    Sorry for the spelling mistake, but its late. Maybe I should have posted tomorrow, but I am too exited!

    PyRealm 01 is finished!

    WARNING: The first few versions won't be playable. okay, Maybe playable, but not fun. I make them to test different features and rules. There is no economy or balance to speed up testing.

    Install:

    Install Python 2.6 (3.0 and 3.1 should also work)
    The programming language.
    http://www.python.org/
    There is a simple windows installer.

    Install pyglet 1.3:
    To draw 2d and 3d graphic.
    http://pyglet.org/download.html
    There is a simple windows installer.

    Download PyRealm 01:
    http://github.com/Orchaldir/PyRealm/zipball/01

    Unpack it.

    Start PyRealm 01:
    Windows: Double click PyRealm.py in the src folder should work
    Linux: open terminal -> go to src folder -> python PyRealm.py

    Screenshot

    Tutorial:

    There is the map window and the terminal.

    map window: playing
    terminal: infos (instead of a gui)

    clicking on a province or an amy will print infos and selecte it.

    province selected + key C: create army
    army selected + key I(for increase): increase army size
    drag army to a neighbour province: move army

    key spacebar: next realm or end of turn

    If two enemy armies are in the same realm: battle (Bigger army wins.)

    Questions:
    Does the install work?
    Does the game work?
    Problems?
    Ideas?

    Next Version:
    battles with more than 2 armies
    conquering enemy provinces
    move more than one province per turn
    roads
    gui?

    Two movement systems:

    1.) complex
    each army has movement points
    each terrain has movement costs
    roads reduce movement costs
    weather, race, ... could modify the costs

    2.) simple
    each terrain is walkable or not
    each army can move a number of walkable provinces
    roads and races make certain terrains walkable

    Which is better?

  3. #13
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    I installed Python 3.1 (I already had 2.4 installed), and pyglet 1.1.3 (the latest version, I suppose that's the one you are referring). But when I try to run your code I get an import error:

    mypath\PyRealm.py", line 1, in <module>
    import pyglet
    ImportError: No module named pyglet

    So it seems pyglet is not installing correctly. Looks probably like a environment variable, but I'm not a Python guy, so I'm not sure. The machine is a W7 x64 RC1, so maybe it's not supported yet (although if they support Vista it should run on W7).

    But you should try to see if there's an easy way to package everything in a single installer for later versions (like using WiX or any other installer system).

  4. #14
    It could also be that Python 3.1 ist too new. Released just a few days ago. It is a major change to Python 2.6 and befor. So maybe pyglet 1.3 and Python 3.1 are not compatible.

    I will look into package/install systems, but I fear they are to complicated for small releases.

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