On Jun 18, 2011, at 9:26, John Salerno <johnj...@gmail.com> wrote:

> Whew, thanks for all the responses! I will think about it carefully
> and decide on a way. I was leaning toward simply assigning the health,
> resource, etc. variables in the __init__ method, like this:
> 
> def __init__(self, name):
>    self.name = name
>    self.health = 50
>    self.resource = 10
> 
> I never did like the idea of using the parameters if I never intended
> to pass them in...just seems wrong.   :)
> 
> The idea of not using a base Character class at all threw me for a
> loop though, so I need to think about that too!

Having a character class (along with possibly player character, non-player 
character, etc), make sense; however you probably want to make stuff like 
health, resources, damage, and any other attributes not be handles by any 
classes or inheritance in order to allow you to make such data-driven (ie, read 
from a file). Doing so makes the game much more extendable: using classes, you 
are likely limited to 5 or 'combinations and a few developers (plus, any 
designers need to know programming).

A basic way to determine between using subclasses over a data driven approach 
is: is there significantly different back-end behavior or merely attribute 
differences.

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