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dunces-and-dungeons's Introduction

welcome to dunces and dungeons!

master: Build Status

about

dnd is a command-line randomly generated rpg with an emphasis on teamwork. players work together to defeat scores of monsters with unique qualities in sprawling procedurally generated dungeons, and collect plenty of loot in the process!

play the game from the command line

if you're on any post-xp version of windows, you can head over to the release page and download the latest binary for windows. if you're on some sort of *nix system, you're going to need to download the source code from the latest release, run pip install -r requirements.txt and run dunces-and-dungeons.py with python 2.7.

the source code on the latest release is considered to be the most stable version, but might be behind on some features. clone the repo to play the game at your own risk!

play WEBDUNCE

ever get tired of staring at a terminal, brainlessly pressing number keys for hours on end? we do too. so, we built webdunce! webdunce is a html frontend for our game, powered by the Flask framework, jquery ui, coffeescript, and redis- and let me tell you, it's pretty great.

however, as with many good things, this takes a little work to experience. luckily for you, i've laid it all out here in a handy guide.

loot! monsters!

contributing

if you encounter a bug or crash, open an issue and let us know exactly what happened. this helps us out a lot, so thanks!

this repository was a project by cameron egger and john dikeman for their highschool independent study course, and isn't really being actively developed anymore. feel free to mess around with the code, and submit a pull request if you've implemented a feature or made some balance changes that you feel make the game better. i've added some features that we would like to see added in the issues section, so if you need a place to start, check over there! we're probably going to be very accepting of pull requests, so please feel free to contribute.

we're working hard to make the internal documentation better, but at this stage you'll find that most things are commented in the code and everything is relatively easy to follow. if you have any specific questions, open an issue.

dunces-and-dungeons's People

Contributors

cameronegger avatar johndikeman avatar

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dunces-and-dungeons's Issues

adding new monster behaviors

right now, all monsters (with the exception of bosses) basically just mindlessly hit you until they die. however, if you override the do_turn method in the specific monster class, you can make them do interesting things that would keep the player on their toes and make the experience a more rewarding and fun one.

Equipping

If N or anything that is not Y is selecting when confirming an equipment choice, the * is appended regardless

Equipping and Unequipping

Equipping new items sometimes leaves the old item as still usuable
Primarily noticed it in the Right-handed slot

Rename option "leave" to "move"?

On first play-through I got quite confused as I thought "leave" suggested actually leaving the dungeon instead of just leaving the room. Maybe replacing it with "move" would be more intuitive?

gold doesn't work

No gold is taken away, item prices are wrong, and nothing limits how much stuff the player can buy

making monsters scale better

especially as the player gets to high levels, the game gets really easy. it would be cool to have a bit more scaling on the monsters, to make the game progressively more challenging. I would advise checking in the Monster superclass.

right now i think power scales linearly with level, which means that the player gets way more powerful than the monsters relatively quickly since they can get stuff like armor and weapons that enhance their damage and health

Sleep

It might have just been the .0002% chance coming into effect, but i never woke up from being put to sleep.

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