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2D game engine in python, based on the Entity-Component design pattern

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pythonmon

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.

Configuration

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.

To Do

High Priority

  • combat
  • animation
  • NPCs
  • pause menu

Middle-ish Priority

  • flesh out editor mode (edit scenes, tiles)
  • implement some sort of testing framework

Low Priority

  • rename modules to make more sense (suggestions very welcome)
  • remove binaries from repo
  • optimise map data file layout (it's horrendously inefficient)

In Progress

  • logging levels

Back burner

  • game/editor loop
  • player movement (implement running)

Completed

  • tile engine
  • overworld graphics engine
  • scene > entity > component object composition
  • input
  • collision

Contributors

DISCLAIMER

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!

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2D game engine in python, based on the Entity-Component design pattern

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