Games

Building A Game In Python At PyWeek with Daniel Pope - Episode 182

Summary

Many people learn to program because of their interest in building their own video games. Once the necessary skills have been acquired, it is often the case that the original idea of creating a game is forgotten in favor of solving the problems we confront at work. Game jams are a great way to get inspired and motivated to finally write a game from scratch. This week Daniel Pope discusses the origin and format for PyWeek, his experience as a participant, and the landscape of options for building a game in Python. He also explains how you can register and compete in the next competition.

Preface

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  • Your host as usual is Tobias Macey and today I’m interviewing Daniel Pope about PyWeek, a one week challenge to build a game in Python

Interview

  • Introductions
  • How did you get introduced to Python?
  • Can you start by describing what PyWeek is and how the competition got started?
    • What is your current role in relation to PyWeek and how did you get involved?
  • What are the strengths of the Python lanaguage and ecosystem for developing a game?
  • What are some of the common difficulties encountered by participants in the challenge?
  • What are some of the most commonly used libraries and tools for creating and packaging the games?
  • What are some shortcomings in the available tools or libraries for Python when it comes to game development?
  • What are some examples of libraries or tools that were created and released as a result of a team’s efforts during PyWeek?
  • How often do games that get started during PyWeek continue to be developed and improved?
    • Have there ever been games that went on to be commercially viable?
  • What are some of the most interesting or unusual games that you have seen submitted to PyWeek?
  • Can you describe your experience as a competitor in PyWeek?
    • How do you structure your time during the competition week to ensure that you can complete your game?
  • What are the benefits and difficulties of the one week constraint for development?
  • How has PyWeek changed over the years that you have been involved with it?
  • What are your hopes for the competition as it continues into the future?

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The intro and outro music is from Requiem for a Fish The Freak Fandango Orchestra / CC BY-SA

Tom Rothamel on Ren’Py - Episode 30

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Summary

Tom Rothamel is an embedded systems engineer who spends his free time working on Ren’Py, a visual novel engine written in Python. Ren’Py allows you to write interactive fiction experiences and deploy them across desktop and mobile platforms. By creating a purpose-built DSL for describing the interactions, users of Ren’Py can focus on crafting polished experiences without fighting through the vagaries of programming languages, while still providing access to the internals when necessary. Listen to our interview with Tom to learn more about this long-running project and what makes it so interesting.

Brief Introduction

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  • We are recording today on October 19th, 2015 and your hosts as usual are Tobias Macey and Chris Patti
  • Today we are interviewing Tom Rothamel about RenPy
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Interview with Tom Rothamel

  • Introductions
  • How did you get introduced to Python?
  • What is Ren’Py and what was your inspiration for starting it?
  • I noticed that Ren’Py supports a number of different styles of gameplay. Can you explain the differences between interactive fiction, kinetic fiction and RPGs?
  • I notice that RenPy has clearly been around a while (Some of the games for OSX are PowerPC binaries!) – what problems have you encountered maintaining such a long lived project and keeping it current?
  • What libraries does Ren’Py leverage and how did you go about selecting them to allow for cross-platform development and deployment?
  • What underlying Python graphics toolkit does RenPy use for display, and how did that choice affect RenPy’s design?
  • While reading through the quickstart in the documentation I noticed that there is a special syntax that you have created for defining the dialog and narratives. Can you explain how you created the DSL for building the storylines?
  • It feels to me like RenPy was heavily inspired by the JRPG genre and as such there are games where sex plays a prominent role(I noticed a mention of Hentai in the docs), which is less readily accepted in the west. Have you ever encountered any pushback on this issue?
  • I noticed that some of the games that were created with Ren’Py are available on the Steam platform. What elements of the Ren’Py project lend themselves to producing games with enough polish to be published on such a mainstream platform?
  • If you were just starting out today implementing RenPy, would you still use Python? Why?

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The intro and outro music is from Requiem for a Fish The Freak Fandango Orchestra / CC BY-SA