On 2006-12-02, Ara Kooser wrote:
> I am working on a text adventure game for python to get back
> into python programming. My version 0.1 used only functions so
> I could get familiar with how those work. I want to move beyond
> that. I am not sure what would be a good Python way of handling
> thi
On Sat, 02 Dec 2006 22:19:53 +, Dennis Lee Bieber wrote:
> Suggest you try to go back and reread some of the responses to such
> a subject from whenever (Unfortunately, I suspect my responses are no
> longer available as I run with x-noarchive active).
That seems horribly anti-social, n
When I was playing around with adventure games using oop (in c++)
I had all charecters defined as a type, no need to seperate non-player
charecters with user defined charecters. Makes it easier to create a
party of charecters or monsters. I left it up to the logic of the
program to define be
On Sat, 02 Dec 2006 10:22:28 -0700, Ara Kooser wrote:
>I am working on a text adventure game for python to get back into
> python programming. My version 0.1 used only functions so I could get
> familiar with how those work. I want to move beyond that. I am not
> sure what would be a good Pyth
On 2006-12-02, Ara Kooser <[EMAIL PROTECTED]> wrote:
> I am working on a text adventure game for python to get back
> into python programming. My version 0.1 used only functions so
> I could get familiar with how those work. I want to move beyond
> that. I am not sure what would be a good Python wa
I am working on a text adventure game for python to get back into
python programming. My version 0.1 used only functions so I could get
familiar with how those work. I want to move beyond that. I am not
sure what would be a good Python way of handling this. I was
wondering if classes would help