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Project Amerith | Chapter 1

  • Writer: zuodan
    zuodan
  • Dec 1, 2019
  • 3 min read

Welcome to Amerith!


This is a project that I have kept under wraps for a while now, but I think it's kiiinda ready to reveal now so...here it is!


So for some backstory, I started this project because 1. I realised that I actually really liked programming while I was working on my school project, and thought it'd be cool to work on a mini-project by myself during the holidays, and 2. I was bored. :D


Project Amerith is a simple turn-based RPG that's heavily inspired by Pokémon (as you'll see in a bit). I have been and will be using python to make this game, and so far everything has been done with my limited python knowledge from school (which did not include OOP). It was also to kind of test myself and see what I could do with what I had.


This meant that I had no access to classes in python, and used lists and indexes to get things done. A total nightmare to set up, especially since this is a game with numerous entities (characters, items, skills, etc.).


Anyway, here are the things I've managed to do so far:

1. Letter-by-letter text display

2. Story introduction

3. Interactive dialogue

4. Battle sequence (turn-based)

a. Fight

b. Item usage

c. Run away

5. Battle tutorial

6. Regular battle against Clone (an enemy in the game that has the same stats and skills as you)


Interface


Dialogue

As of now, the game runs only on the python console. These are some screenshots of the story introduction.

As you can see, the story is interactive, giving the player different speech options to choose from. Other than that, the text display is letter-by-letter, giving it a more RPG feel.


Battle

Next, the battle interface.

This is the main menu,

the skill selection menu,

and the item menu. Like I said, heavily inspired by Pokémon HAHA


But anyways, the battle sequence is fully functional, complete with a run away mechanic because sometimes we're just too lazy to fight, right? :D


As for the actual fighting, there is no enemy AI as of now, so the enemy's skill selection is completely random. That doesn't necessarily mean that they're easy to beat though! Thanks to the element of surprise, I've lost to the Clone multiple times before while play-testing😅


Right now, players only have HP and MP stats, so damage is not attack stat scaling. Instead, each skill has it's own damage output value, which will be used to calculate a possible damage range for that skill. This adds an element of RNG in battles, allowing for clutch plays to happen.


Also, this is what it looks like when you win and lose a battle

I probably will add some kind of reward system in the future, but for now you get a nifty congratulatory message when you win🥳


Finally, here is a sample battle against a Clone!

That was actually so close HAHA ε-(´・`) フ


Tutorial

There's also a short orientation of the battle interface, or tutorial if you will. Nothing like fighting Slimes in tutorials huh?


Side note: The tutorial is not 100% complete yet, so you have to actually follow it strictly so that there is no error. Will fix it by the next update!


Skill List

1st December 2019


Punch

Type: Damage

Power: 20

MP Cost: 0


Kick

Type: Damage

Power: 30

MP Cost: 20


Dodge

Type: Dodge

Effect: Moves first to dodge enemy attacks in the same turn

MP Cost: 20


Attack Boost

Type: Buff

Effect: Boosts damage of your next attack by 100%

MP Cost: 10


Heal

Type: Heal

Heal Amount: 33.3% of MAX HP

MP Cost: 20


Splat

Type: Damage

Power: 5

MP Cost: 0

And that's about it for this first chapter! Like I said, it's still very much a work in progress, but I'm pretty happy with the way it's turned out so far.


Also, I've left a download link below if you're interested in trying it out yourself! Just remember to follow through with the tutorial, because it'll crash if you don't. >_<"


You can play the game by running the code on any python IDE.


 
 
 

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