The nit and gritty behind Python Wars Solo 1
Python Wars Solo is the result of a few hours effort roughly duplicating a text-based Star Trek game I wrote back in 1980-1981. You fought up to 9 Klingons in your Enterprise. Beating one was a piece of cake. Three was a fun challenge. Five was tough. Seven was done only a few times. Nine was never done. The game was simple, fast, easy to learn, and tons of fun.
Now I don't remember much about the mechanics of the code I wrote back in High School. So when I started writing Python Wars Solo I decided not to worry about it. I would code how I felt like coding, and just create a game.
There were a few false starts. I kept trying to add tons of complexity to the code, or lots of neat features. Lots of time was wasted and not much was done. The technical term for what I was doing is 'Scope Creep'. Then someone advised that I just make it really simple and get it done.
And I did. I got it done.
To avoid potential yet likely silly copyright/trademark issues, I renamed the ship the 'Pythonista'. The enemies are the evil 'Zargons'.
- Command the Battle Cruiser Pythonista!
- Fight the good fight against the evil Zargons
- Use your ship's spinal mounted beam cannon to slice and dice the enemy to pieces!
- Launch missiles to destroy Zargons in single shots
- Fight up to 9 enemies!
- Old school text based game
- Easy to learn
Originally I thought of expanding this out to become a game with graphics and maybe a campaign. Then I went onto other things. But here was my original list of things to add:
- Keep basic mechanics
- Add 2-D map
- Incorporate PyGame
- Since all components are objects on ship objects which exist in the space object, current version could easily be expanded:
- Let players build their own ships and use introspection to generate menus
- Damage the ship in ways so that parts get broken