Make Your Own Text Adventure With Python


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Make Your Own Text Adventure With Python

About the Book

This book has been acquired by Apress and is now available through the publisher and on Amazon!

Python is often recommended as a first programming language for beginners, and for good reason. But the idea that you can create "anything" with a programming language can be overwhelming. This book is a structured approach to learning Python that teaches the fundamentals of the language, while also guiding the development of your own customizable text adventure game.

The first half of the book introduces programming concepts and Python syntax by building the basic structure of the game. You'll also apply the new concepts in homework questions (with solutions if you get stuck!) that follow each chapter. The second half of the book will shift the focus to adding features to your game and making it more entertaining for the player.

Whether you've just decided to learn programming or you've struggled before with vague tutorials, this is the right book for you. In addition to the book, you have access to all of the example code, game code, and homework solutions here. If you're reading this on your computer, you already have everything you need to get started today!

About the Author

Phillip Johnson
Phillip Johnson

Phillip Johnson is a software developer based out of Columbus, Ohio. He has worked on projects ranging from call center queuing to bioinformatics and has used a wide range of technologies including Python, Java, Scala, and SQL. He blogs at Let's Talk Data.

Table of Contents

  • Chapter 1: Getting Started
    • Introduction
    • Who this book is for
    • How to use this book
    • Setting up your workspace
  • Chapter 2: Your First Program
    • Creating a module
    • Writing code
    • Running Python programs
    • Homework
  • Chapter 3: Listening to Your User
    • Your friends stdout and stdin
    • Reading from standard input
    • Saving information
    • Homework
  • Chapter 4: Decisions
    • Booleans
    • If-statements
    • Boolean operations
    • Homework
  • Chapter 5: Functions
    • What is a function?
    • Data in, data out
    • Homework
  • Chapter 6: Lists
    • What is a list?
    • Common list operations
    • Adding lists to the game
    • Homework
  • Chapter 7: Loops
    • While loops
    • For-each loops
    • Nesting
    • The game loop
    • Homework
  • Chapter 8: Objects
    • Object members
    • Defining objects with classes
    • Using __init()__ to initialize objects
    • Using __str__() to print objects
    • Adding weapons to the game
    • A dash of object-oriented programming
    • Homework
  • Chapter 9: Exceptions
    • Validating user input
    • Checking object members
    • Raising exceptions intentionally
    • Homework
  • Chapter 10: Intermezzo
    • Organizing code into multiple files
    • Importing from other files
    • Homework
  • Chapter 11: Building Your World
    • The X-Y grid
    • Moving in the world
  • Chapter 12: Making the World More Interesting
    • Enemies
    • Do you have any potions…or food?
  • Chapter 13: Worldbuilding Part 2
    • Dictionaries
    • Limiting Actions
    • Expanding the world
  • Chapter 14: Econ 101
    • Share the wealth
    • Giving the trader a home
    • Expanding the world
  • Chapter 15: Endgame
    • Finishing up
    • What next?
  • Appendix A: Homework Solutions
    • Chapter 2: Your First Program
    • Chapter 3: Listening to Your User
    • Chapter 4: Decisions
    • Chapter 5: Functions
    • Chapter 6: Lists
    • Chapter 7: Loops
    • Chapter 8: Objects
    • Chapter 9: Exceptions
  • Appendix B: Common Errors
    • AttributeError
    • NameError
    • TypeError
  • Notes

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