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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Noob Needs Help

2 posts in this topic


I'd like to prefice this by saying that I've only been learning Python 3 for a couple days now and really don't have a clue what I'm doing.

Anyway, the idea here is to have a turn based combat system. There's function that plays through to the end and then loops back to the beginning until someone has 0HP or less. The problem I'm having is that everytime it loops it resets the players health and the enemies health. I know why, it's because I declare the variable at the start of the function.

So what I'd like to know is how do I change the value of the variables "EnemyWHP" and "PlayerWHP"? So, after "EnemyWHP = EnemyWHP - Dice" how do I put whatever value that comes up with, into the "EnemyWHP" variable at the start of the program so that when it loops again, it shows the correct value?

Here's the relevant chunk of code:

[spoiler][source lang="python"]def Combat():

EnemyWHP = '20'
PlayerWHP = '20'
print('\nWhich part of the enemy ship will you target?')
Target = ''
Target = input()

while Target == '3' and EnemyWHP >= '1':
Dice = '0'
Dice = int(Dice)
EnemyWHP = int(EnemyWHP)
PlayerWHP = int(PlayerWHP)

print('You have chosen to target their weapon systems')
print('Your weapons are locked on and preparing to fire')
print('You have fired at their weapon systems and...')
Dice = random.randint(1,3)
Dice = str(Dice)
print('\nYou did ' + Dice + ' damage.')
Dice = int(Dice)
EnemyWHP = EnemyWHP - Dice
EnemyWHP = str(EnemyWHP)
print('The enemy now has ' + EnemyWHP + ' hitpoints left.\n')

print('The enemy ship has charged its weapons')
print('They are locking on.')
print('They fire and...')
Dice = random.randint(1,3)
Dice = str(Dice)
print('\nYou have taken ' + Dice + ' points of damage.')
Dice = int(Dice)
PlayerWHP = PlayerWHP - Dice
PlayerWHP = str(PlayerWHP)
print('You now have ' + PlayerWHP + ' Hitpoints left.\n')


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Since EnemyWHP and PlayerWHP are created in the function, they only last the lifetime of that function, and are recreated the next time the function is called (They are "local" to that function). You could make EnemyWHP and PlayerWHP "global" variables by defining them outside of the function, and then when you first use them in the function, declare the variables as global.

[code]EnemyWHP = 20
PlayerWHP = 20

def Combat():
global EnemyWHP //Re-aquire 'EnemyWHP' (so we don't accidentally create a new one with the exact same name).
global PlayerWHP

EnemyWHP = EnemyWHP - 1

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