Pythonmon is an attempt at replicating the game engine of the 3rd generation Pokemon games and to provide a data-based interface to allow map building and scripting game object behaviours without have to edit the source code.
Various pieces of configuration can be found in _config.cfg
. It is not recommended to edit this unless using the engine for a different game.
- combat
- animation
- NPCs
- pause menu
- flesh out editor mode (edit scenes, tiles)
- implement some sort of testing framework
- rename modules to make more sense (suggestions very welcome)
- remove binaries from repo
- optimise map data file layout (it's horrendously inefficient)
- logging levels
- game/editor loop
- player movement (implement running)
- tile engine
- overworld graphics engine
- scene > entity > component object composition
- input
- collision
I'm still very new to software design, source control and open-source projects in general. If there's anything I could be doing better please, please tell me and I will do my best to make sure that I take your advice on board!